Blur is now looking like real blur
This commit is contained in:
@@ -33,13 +33,14 @@ public:
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if (m_Quality == 0) {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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return m_BlackTexture->m_Texture;
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} else {
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} else {
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return m_GaussianTexture_vert;
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return m_FinalGaussianTexture;
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}
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}
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}
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}
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private:
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private:
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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void GaussianLodPass(GLuint mipMap, GLuint texture);
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void CombineGaussianBlur();
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Texture* m_BlackTexture;
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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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Model* m_ScreenQuad;
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@@ -52,12 +53,15 @@ private:
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_GaussianTexture_vert = 0;
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GLuint m_FinalGaussianTexture = 0;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_horiz = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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FrameBuffer* m_GaussianFrameBuffer_vert = nullptr;
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FrameBuffer m_GaussianCombineBuffer;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_GaussianCombineProgram;
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};
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};
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@@ -0,0 +1,22 @@
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#version 430
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layout (binding = 0) uniform sampler2D Texture;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel0 = textureLod(Texture, Input.TextureCoordinate, 0);
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vec4 texel1 = textureLod(Texture, Input.TextureCoordinate, 1);
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vec4 texel2 = textureLod(Texture, Input.TextureCoordinate, 2);
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vec4 texel3 = textureLod(Texture, Input.TextureCoordinate, 3);
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fragmentColor = texel0 + texel1 + texel2 + texel3;
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -12,6 +12,7 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
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DrawBloomPass::~DrawBloomPass() {
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DrawBloomPass::~DrawBloomPass() {
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CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
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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_GaussianTexture_vert);
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CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
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}
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}
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void DrawBloomPass::InitializeTextures()
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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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if (m_Quality == 0) {
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CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
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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_GaussianTexture_vert);
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m_GaussianTexture_horiz = 0;
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CommonFunctions::DeleteTexture(&m_FinalGaussianTexture);
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m_GaussianTexture_vert = 0;
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return;
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return;
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}
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}
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InitializeTextures();
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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->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_vert->Link();
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m_GaussianProgram_vert->Link();
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}
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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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}
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void DrawBloomPass::InitializeBuffers()
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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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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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&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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, 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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if(m_GaussianFrameBuffer_horiz == nullptr) {
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m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod];
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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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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_vert[i].Unbind();
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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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GLERROR("END");
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}
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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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for (int i = 0; i < m_BloomLod; i++) {
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GaussianLodPass(i, texture);
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GaussianLodPass(i, texture);
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}
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}
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CombineGaussianBlur();
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}
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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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void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
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{
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{
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GLERROR("DrawBloomPass::Draw: Pre");
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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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DrawBloomPassState state;
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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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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//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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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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m_GaussianProgram_horiz->Bind();
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glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap);
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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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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("DrawBloomPass::Draw: END");
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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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m_GaussianFrameBuffer_vert[mipMap].Unbind();
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}
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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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@@ -25,6 +25,7 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
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void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
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void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
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{
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *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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glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
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