Bloom effect added, will have to see if it needs improving. Also added HDR colors and gamma correction.

This commit is contained in:
Tleety
2016-01-21 12:02:28 +01:00
parent 86824f1b1f
commit 983f90504d
16 changed files with 398 additions and 105 deletions
@@ -1,38 +0,0 @@
#ifndef DrawFinalPass_h__
#define DrawFinalPass_h__
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
//Getters
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
};
#endif
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@@ -0,0 +1,48 @@
#ifndef DrawBloomPass_h__
#define DrawBloomPass_h__
#include "IRenderer.h"
#include "DrawBloomPassState.h"
//#include "LightCullingPass.h" Finalpass om den skall skickas in
#include "FrameBuffer.h"
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
~DrawBloomPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void InitializeBuffers();
void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture);
//Getters
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
//const LightCullingPass* m_LightCullingPass
GLuint m_iterations = 9;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
};
#endif
@@ -0,0 +1,15 @@
#ifndef DrawBloomPassState_h__
#define DrawBloomPassState_h__
#include "Rendering/RenderState.h"
class DrawBloomPassState : public RenderState
{
public:
DrawBloomPassState();
~DrawBloomPassState();
private:
};
#endif
@@ -0,0 +1,29 @@
#ifndef DrawColorCorrectionPass_h__
#define DrawColorCorrectionPass_h__
#include "IRenderer.h"
#include "DrawScreenQuadPassState.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class DrawColorCorrectionPass
{
public:
DrawColorCorrectionPass(IRenderer* renderer);
~DrawColorCorrectionPass() { }
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture);
private:
const IRenderer* m_Renderer;
ShaderProgram* m_ColorCorrectionProgram;
Model* m_ScreenQuad;
GLfloat m_Exposure;
};
#endif
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@@ -15,6 +15,8 @@
#include "LightCullingPass.h"
#include "DrawFinalPass.h"
#include "DrawScreenQuadPass.h"
#include "DrawBloomPass.h"
#include "DrawColorCorrectionPass.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -50,6 +52,8 @@ private:
ImGuiRenderPass* m_ImGuiRenderPass;
DrawFinalPass* m_DrawFinalPass;
DrawScreenQuadPass* m_DrawScreenQuadPass;
DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
//----------------------Functions----------------------//
void InitializeWindow();
@@ -0,0 +1,32 @@
#version 430
layout (binding = 0) uniform sampler2D SceneTexture;
layout (binding = 1) uniform sampler2D BloomTexture;
uniform float Exposure;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
void main()
{
const float gamma = 2.2;
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
hdrColor += bloomColor;
//Toon mapping thingy
vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
//gamme correction
result = pow(result, vec3(1.0 / gamma));
fragmentColor = vec4(result, 1.0);
//fragmentColor = hdrColor;
//fragmentColor = bloomColor;
//fragmentColor = vec4(1,0.5,0.7,1);
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
@@ -0,0 +1,23 @@
#version 430
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void main()
{
vec2 tex_offset = 1.0 / textureSize(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
fragmentColor = vec4(result, 1.0);
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+23
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@@ -0,0 +1,23 @@
#version 430
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void main()
{
vec2 tex_offset = 1.0 / textureSize(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
fragmentColor = vec4(result, 1.0);
}
+13
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@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
-66
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@@ -1,66 +0,0 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
{
m_Renderer = renderer;
m_LightCullingPass = lightCullingPass;
InitializeTextures();
InitializeShaderPrograms();
}
void DrawFinalPass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void DrawFinalPass::InitializeShaderPrograms()
{
m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ForwardPlusProgram->Compile();
m_ForwardPlusProgram->Link();
}
void DrawFinalPass::Draw(RenderScene& scene)
{
GLERROR("DrawFinalPass::Draw: Pre");
DrawFinalPassState state;
m_ForwardPlusProgram->Bind();
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(modelJob) {
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
if(modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
continue;
}
}
GLERROR("DrawFinalPass::Draw: END");
}
+121
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@@ -0,0 +1,121 @@
#include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
{
m_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
}
void DrawBloomPass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void DrawBloomPass::InitializeShaderPrograms()
{
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
}
void DrawBloomPass::InitializeBuffers()
{
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_horiz.Generate();
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_vert.Generate();
}
void DrawBloomPass::Draw(GLuint texture)
{
GLERROR("DrawBloomPass::Draw: Pre");
DrawBloomPassState state;
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
//horizontal pass
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
}
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
GLERROR("DrawBloomPass::Draw: END");
}
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
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, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
@@ -0,0 +1,17 @@
#include "Rendering/DrawBloomPassState.h"
DrawBloomPassState::DrawBloomPassState()
{
//BindFramebuffer(0);
Disable(GL_BLEND);
Disable(GL_DEPTH_TEST);
Disable(GL_CULL_FACE);
ClearColor(glm::vec4(0.f / 255, 0.f / 255, 0.f / 255, 0.f));
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
DrawBloomPassState::~DrawBloomPassState()
{
}
@@ -0,0 +1,41 @@
#include "Rendering/DrawColorCorrectionPass.h"
DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
{
m_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_Exposure = 3; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
InitializeShaderPrograms();
}
void DrawColorCorrectionPass::InitializeShaderPrograms()
{
m_ColorCorrectionProgram = ResourceManager::Load<ShaderProgram>("#ColorCorrectionProgram");
m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawColorCorrection.vert.glsl")));
m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawColorCorrection.frag.glsl")));
m_ColorCorrectionProgram->Compile();
m_ColorCorrectionProgram->Link();
}
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre");
DrawScreenQuadPassState state = DrawScreenQuadPassState();
m_ColorCorrectionProgram->Bind();
glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), m_Exposure);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sceneTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, bloomTexture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
}
+6 -1
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@@ -100,7 +100,10 @@ void Renderer::Draw(RenderFrame& frame)
m_LightCullingPass->CullLights(*scene);
m_DrawFinalPass->Draw(*scene);
//m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_SceneTexture);
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_BloomTexture);
//m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_BloomTexture);
m_DrawBloomPass->Draw(m_DrawFinalPass->m_BloomTexture);
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->m_SceneTexture, m_DrawBloomPass->m_GaussianTexture_vert);
//m_DrawScreenQuadPass->Draw(m_DrawBloomPass->m_GaussianTexture_vert);
//m_DrawScenePass->Draw(rq);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
@@ -147,4 +150,6 @@ void Renderer::InitializeRenderPasses()
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
}