Blur is now looking like real blur

This commit is contained in:
Tleety
2016-03-10 13:07:41 +01:00
parent a2244e87ad
commit c3255519bf
5 changed files with 80 additions and 8 deletions
+5 -1
View File
@@ -33,13 +33,14 @@ public:
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
return m_FinalGaussianTexture;
}
}
private:
void GaussianLodPass(GLuint mipMap, GLuint texture);
void CombineGaussianBlur();
Texture* m_BlackTexture;
Model* m_ScreenQuad;
@@ -52,12 +53,15 @@ private:
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
GLuint m_FinalGaussianTexture = 0;
FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
FrameBuffer m_GaussianCombineBuffer;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
ShaderProgram* m_GaussianCombineProgram;
};
@@ -0,0 +1,22 @@
#version 430
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
void main()
{
vec4 texel0 = textureLod(Texture, Input.TextureCoordinate, 0);
vec4 texel1 = textureLod(Texture, Input.TextureCoordinate, 1);
vec4 texel2 = textureLod(Texture, Input.TextureCoordinate, 2);
vec4 texel3 = textureLod(Texture, Input.TextureCoordinate, 3);
fragmentColor = texel0 + texel1 + texel2 + texel3;
}
@@ -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;
}
+39 -7
View File
@@ -12,6 +12,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
DrawBloomPass::~DrawBloomPass() {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
}
void DrawBloomPass::InitializeTextures()
@@ -30,9 +31,8 @@ void DrawBloomPass::ChangeQuality(int quality)
if (m_Quality == 0) {
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
m_GaussianTexture_horiz = 0;
m_GaussianTexture_vert = 0;
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
return;
}
InitializeTextures();
@@ -62,6 +62,15 @@ void DrawBloomPass::InitializeShaderPrograms()
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_vert->Link();
}
m_GaussianCombineProgram = ResourceManager::Load<ShaderProgram>("#GaussianCombineProgram");
if (m_GaussianCombineProgram->GetHandle() == 0) {
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl")));
m_GaussianCombineProgram->Compile();
m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor");
m_GaussianCombineProgram->Link();
}
}
void DrawBloomPass::InitializeBuffers()
@@ -72,6 +81,12 @@ void DrawBloomPass::InitializeBuffers()
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianCombineBuffer.GetHandle() == 0) {
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
}
m_GaussianCombineBuffer.Generate();
if(m_GaussianFrameBuffer_horiz == nullptr) {
m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
@@ -109,8 +124,12 @@ void DrawBloomPass::ClearBuffer()
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianFrameBuffer_vert[i].Unbind();
}
}
m_GaussianCombineBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_GaussianCombineBuffer.Unbind();
GLERROR("END");
}
@@ -123,6 +142,7 @@ void DrawBloomPass::Draw(GLuint texture)
for (int i = 0; i < m_BloomLod; i++) {
GaussianLodPass(i, texture);
}
CombineGaussianBlur();
}
@@ -148,7 +168,7 @@ void DrawBloomPass::OnWindowResize()
void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
{
GLERROR("DrawBloomPass::Draw: Pre");
glViewport(0, 0, m_Renderer->GetViewportSize().Width/(glm::pow(2, mipMap)), m_Renderer->GetViewportSize().Height/(glm::pow(2, mipMap)));
DrawBloomPassState state;
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
@@ -156,8 +176,6 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz[mipMap].Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, mipMap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipMap);
m_GaussianProgram_horiz->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
@@ -214,6 +232,20 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
GLERROR("DrawBloomPass::Draw: END");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_GaussianFrameBuffer_vert[mipMap].Unbind();
}
void DrawBloomPass::CombineGaussianBlur()
{
m_GaussianCombineBuffer.Bind();
m_GaussianCombineProgram->Bind();
glActiveTexture(GL_TEXTURE0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
}
@@ -25,6 +25,7 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);