WIP, trying to get blur to work with mipmaps
This commit is contained in:
@@ -39,6 +39,7 @@ public:
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private:
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -47,12 +48,13 @@ private:
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//const LightCullingPass* m_LightCullingPass
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int m_Iterations;
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int m_Quality = 0;
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int m_BloomLod = 4;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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@@ -7,11 +7,12 @@
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class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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GLuint m_MipMapLod = 0;
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private:
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};
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@@ -20,15 +21,15 @@ template <GLenum RESOURCETYPE>
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class ResourceType : public BufferResource
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{
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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{
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public:
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Texture2D(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment) { };
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Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
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: ResourceType(resourceHandle, attachment, mipMapLod) { };
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~Texture2D();
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};
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@@ -37,7 +38,7 @@ class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
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{
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public:
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RenderBuffer(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
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: ResourceType(resourceHandle, attachment, 0)
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{ };
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~RenderBuffer();
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@@ -47,7 +48,7 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
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{
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public:
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
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: ResourceType(resourceHandle, attachment, 0)
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{ };
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~Texture2DArray();
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@@ -2,6 +2,7 @@
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#extension GL_EXT_gpu_shader4 : enable
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layout (binding = 0) uniform sampler2D Texture;
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uniform int Lod;
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in VertexData{
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vec2 TextureCoordinate;
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@@ -10,12 +11,14 @@ in VertexData{
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out vec4 fragmentColor;
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uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
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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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vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
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vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
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vec3 result = center * weight[0];
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for(int i = 1; i < 5; ++i) {
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vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
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vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
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@@ -2,6 +2,7 @@
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#extension GL_EXT_gpu_shader4 : enable
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layout (binding = 0) uniform sampler2D Texture;
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uniform int Lod;
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in VertexData{
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vec2 TextureCoordinate;
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@@ -10,12 +11,14 @@ in VertexData{
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out vec4 fragmentColor;
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uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
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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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vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
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vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
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vec3 result = center * weight[0];
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for(int i = 1; i < 5; ++i) {
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vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
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vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
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@@ -66,18 +66,31 @@ void DrawBloomPass::InitializeShaderPrograms()
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void DrawBloomPass::InitializeBuffers()
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{
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CommonFunctions::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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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
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, GL_RGB, GL_FLOAT, m_BloomLod);
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
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, GL_RGB, GL_FLOAT, m_BloomLod);
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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if(m_GaussianFrameBuffer_horiz == nullptr) {
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m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
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}
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if (m_GaussianFrameBuffer_vert == nullptr) {
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m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod];
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}
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CommonFunctions::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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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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for (int i = 0; i < m_BloomLod; i++) {
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if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i)));
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}
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m_GaussianFrameBuffer_horiz[i].Generate();
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if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) {
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m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i)));
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}
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m_GaussianFrameBuffer_vert[i].Generate();
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}
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}
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@@ -87,22 +100,53 @@ void DrawBloomPass::ClearBuffer()
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return;
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}
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GLERROR("PRE");
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m_GaussianFrameBuffer_horiz.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_vert.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_vert.Unbind();
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for (int i = 0; i < m_BloomLod; i++) {
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m_GaussianFrameBuffer_horiz[i].Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz[i].Unbind();
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m_GaussianFrameBuffer_vert[i].Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_vert[i].Unbind();
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}
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GLERROR("END");
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}
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void DrawBloomPass::Draw(GLuint texture)
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{
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if (m_Quality == 0) {
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return;
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}
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for (int i = 0; i < m_BloomLod; i++) {
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GaussianLodPass(i, texture);
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}
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}
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void DrawBloomPass::OnWindowResize()
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{
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if (m_Quality == 0) {
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return;
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}
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
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, GL_RGB, GL_FLOAT, m_BloomLod);
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
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, GL_RGB, GL_FLOAT, m_BloomLod);
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for (int i = 0; i < m_BloomLod; i++) {
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m_GaussianFrameBuffer_vert[i].Generate();
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m_GaussianFrameBuffer_horiz[i].Generate();
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}
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}
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void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
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{
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GLERROR("DrawBloomPass::Draw: Pre");
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DrawBloomPassState state;
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@@ -110,10 +154,14 @@ void DrawBloomPass::Draw(GLuint texture)
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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_GaussianFrameBuffer_horiz[mipMap].Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, mipMap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipMap);
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m_GaussianProgram_horiz->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
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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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@@ -123,10 +171,12 @@ void DrawBloomPass::Draw(GLuint texture)
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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_GaussianFrameBuffer_vert[mipMap].Bind();
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m_GaussianProgram_vert->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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@@ -134,27 +184,29 @@ void DrawBloomPass::Draw(GLuint texture)
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_vert.Unbind();
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m_GaussianFrameBuffer_vert[mipMap].Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianFrameBuffer_horiz[mipMap].Bind();
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m_GaussianProgram_horiz->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_horiz[mipMap].Unbind();
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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_GaussianFrameBuffer_vert[mipMap].Bind();
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m_GaussianProgram_vert->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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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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@@ -162,16 +214,6 @@ void DrawBloomPass::Draw(GLuint texture)
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("DrawBloomPass::Draw: END");
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}
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m_GaussianFrameBuffer_vert[mipMap].Unbind();
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void DrawBloomPass::OnWindowResize()
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{
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if (m_Quality == 0) {
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return;
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}
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CommonFunctions::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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m_GaussianFrameBuffer_vert.Generate();
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CommonFunctions::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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m_GaussianFrameBuffer_horiz.Generate();
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}
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@@ -2,11 +2,12 @@
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#include "Rendering/FrameBuffer.h"
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
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{
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m_ResourceHandle = resourceHandle;
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m_ResourceType = resourceType;
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m_Attachment = attachment;
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m_MipMapLod = mipMapLod;
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}
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Texture2D::~Texture2D()
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@@ -58,7 +59,7 @@ void FrameBuffer::Generate()
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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break;
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case GL_RENDERBUFFER:
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@@ -28,7 +28,8 @@ void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, gl
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
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//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
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GLERROR("MipMap Texture glTexSubImage2D failed");
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glGenerateMipmap(GL_TEXTURE_2D);
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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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