Bloom effect added, will have to see if it needs improving. Also added HDR colors and gamma correction.
This commit is contained in:
@@ -1,66 +0,0 @@
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#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
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{
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m_Renderer = renderer;
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m_LightCullingPass = lightCullingPass;
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InitializeTextures();
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InitializeShaderPrograms();
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}
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void DrawFinalPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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}
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void DrawFinalPass::InitializeShaderPrograms()
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{
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m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ForwardPlusProgram->Compile();
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m_ForwardPlusProgram->Link();
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}
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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DrawFinalPassState state;
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m_ForwardPlusProgram->Bind();
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GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if(modelJob) {
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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if(modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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}
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GLERROR("DrawFinalPass::Draw: END");
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}
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@@ -0,0 +1,121 @@
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#include "Rendering/DrawBloomPass.h"
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DrawBloomPass::DrawBloomPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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InitializeTextures();
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InitializeBuffers();
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InitializeShaderPrograms();
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}
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void DrawBloomPass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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}
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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->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->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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}
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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->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_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->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_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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}
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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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DrawBloomPassState state;
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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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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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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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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_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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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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//horizontal pass
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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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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}
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//final vertical gaussian after the iterations are done
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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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("DrawBloomPass::Draw: 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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{
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
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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");
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}
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@@ -0,0 +1,17 @@
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#include "Rendering/DrawBloomPassState.h"
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DrawBloomPassState::DrawBloomPassState()
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{
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//BindFramebuffer(0);
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Disable(GL_BLEND);
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Disable(GL_DEPTH_TEST);
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Disable(GL_CULL_FACE);
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ClearColor(glm::vec4(0.f / 255, 0.f / 255, 0.f / 255, 0.f));
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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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DrawBloomPassState::~DrawBloomPassState()
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{
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}
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@@ -0,0 +1,41 @@
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#include "Rendering/DrawColorCorrectionPass.h"
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DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_Exposure = 3; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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InitializeShaderPrograms();
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}
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void DrawColorCorrectionPass::InitializeShaderPrograms()
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{
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m_ColorCorrectionProgram = ResourceManager::Load<ShaderProgram>("#ColorCorrectionProgram");
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m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawColorCorrection.vert.glsl")));
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m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawColorCorrection.frag.glsl")));
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m_ColorCorrectionProgram->Compile();
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m_ColorCorrectionProgram->Link();
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}
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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DrawScreenQuadPassState state = DrawScreenQuadPassState();
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m_ColorCorrectionProgram->Bind();
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), m_Exposure);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sceneTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, bloomTexture);
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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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}
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@@ -100,7 +100,10 @@ void Renderer::Draw(RenderFrame& frame)
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m_LightCullingPass->CullLights(*scene);
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m_DrawFinalPass->Draw(*scene);
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//m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_SceneTexture);
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_BloomTexture);
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//m_DrawScreenQuadPass->Draw(m_DrawFinalPass->m_BloomTexture);
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m_DrawBloomPass->Draw(m_DrawFinalPass->m_BloomTexture);
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->m_SceneTexture, m_DrawBloomPass->m_GaussianTexture_vert);
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//m_DrawScreenQuadPass->Draw(m_DrawBloomPass->m_GaussianTexture_vert);
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//m_DrawScenePass->Draw(rq);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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@@ -147,4 +150,6 @@ void Renderer::InitializeRenderPasses()
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m_LightCullingPass = new LightCullingPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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}
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