Blur is now looking like real blur
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@@ -12,6 +12,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
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DrawBloomPass::~DrawBloomPass() {
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CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
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CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
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CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
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}
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void DrawBloomPass::InitializeTextures()
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@@ -30,9 +31,8 @@ void DrawBloomPass::ChangeQuality(int quality)
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if (m_Quality == 0) {
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CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
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CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
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m_GaussianTexture_horiz = 0;
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m_GaussianTexture_vert = 0;
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CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
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CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
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return;
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}
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InitializeTextures();
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@@ -62,6 +62,15 @@ void DrawBloomPass::InitializeShaderPrograms()
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m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_vert->Link();
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}
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m_GaussianCombineProgram = ResourceManager::Load<ShaderProgram>("#GaussianCombineProgram");
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if (m_GaussianCombineProgram->GetHandle() == 0) {
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m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
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m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl")));
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m_GaussianCombineProgram->Compile();
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m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor");
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m_GaussianCombineProgram->Link();
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}
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}
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void DrawBloomPass::InitializeBuffers()
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@@ -72,6 +81,12 @@ void DrawBloomPass::InitializeBuffers()
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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::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);
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if (m_GaussianCombineBuffer.GetHandle() == 0) {
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m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianCombineBuffer.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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@@ -109,8 +124,12 @@ void DrawBloomPass::ClearBuffer()
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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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}
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m_GaussianCombineBuffer.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_GaussianCombineBuffer.Unbind();
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GLERROR("END");
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}
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@@ -123,6 +142,7 @@ void DrawBloomPass::Draw(GLuint texture)
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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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CombineGaussianBlur();
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}
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@@ -148,7 +168,7 @@ void DrawBloomPass::OnWindowResize()
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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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glViewport(0, 0, m_Renderer->GetViewportSize().Width/(glm::pow(2, mipMap)), m_Renderer->GetViewportSize().Height/(glm::pow(2, mipMap)));
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DrawBloomPassState state;
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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@@ -156,8 +176,6 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
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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[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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@@ -214,6 +232,20 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, 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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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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m_GaussianFrameBuffer_vert[mipMap].Unbind();
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}
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void DrawBloomPass::CombineGaussianBlur()
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{
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m_GaussianCombineBuffer.Bind();
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m_GaussianCombineProgram->Bind();
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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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}
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