#include "Rendering/DrawBloomPass.h" DrawBloomPass::DrawBloomPass(IRenderer* renderer) { m_Renderer = renderer; m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); m_ScreenSizes[0] = 1920.f; m_ScreenSizes[1] = 1053.f; m_ScreenSizes[2] = 959.f; m_ScreenSizes[3] = 525.f; m_ScreenSizes[4] = 479.f; m_ScreenSizes[5] = 262.f; m_ScreenSizes[6] = 239.f; m_ScreenSizes[7] = 130.f; m_ScreenSizes[8] = 119.f; m_ScreenSizes[9] = 64.f; InitializeTextures(); InitializeBuffers(); InitializeShaderPrograms(); } void DrawBloomPass::InitializeTextures() { m_WhiteTexture = ResourceManager::Load("Textures/Core/White.png"); } void DrawBloomPass::InitializeShaderPrograms() { m_GaussianProgram_horiz = ResourceManager::Load("#GaussianProgramHoriz"); m_GaussianProgram_horiz->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_horiz.vert.glsl"))); m_GaussianProgram_horiz->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl"))); m_GaussianProgram_horiz->Compile(); m_GaussianProgram_horiz->Link(); m_GaussianProgram_vert = ResourceManager::Load("#GaussianProgramVert"); m_GaussianProgram_vert->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_vert.vert.glsl"))); m_GaussianProgram_vert->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_vert.frag.glsl"))); m_GaussianProgram_vert->Compile(); m_GaussianProgram_vert->Link(); m_GaussianProgram_both = ResourceManager::Load("#GaussianProgramBoth"); m_GaussianProgram_both->AddShader(std::shared_ptr(new VertexShader("Shaders/Gaussian_both.vert.glsl"))); m_GaussianProgram_both->AddShader(std::shared_ptr(new FragmentShader("Shaders/Gaussian_both.frag.glsl"))); m_GaussianProgram_both->Compile(); m_GaussianProgram_both->Link(); m_CombineProgram = ResourceManager::Load("#CombineProgram"); m_CombineProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/TextureCombine.vert.glsl"))); m_CombineProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/TextureCombine.frag.glsl"))); m_CombineProgram->Compile(); m_CombineProgram->Link(); //Fixa nya combine shadern } void DrawBloomPass::InitializeBuffers() { 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_HALF_FLOAT); m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); m_GaussianFrameBuffer_horiz.Generate(); 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_HALF_FLOAT); m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); m_GaussianFrameBuffer_vert.Generate(); GenerateTexture(&m_FinalBlurTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); m_BlurredFinalTexture.AddResource(std::shared_ptr(new Texture2D(&m_FinalBlurTexture, GL_COLOR_ATTACHMENT0))); m_BlurredFinalTexture.Generate(); } void DrawBloomPass::ClearBuffer() { m_GaussianFrameBuffer_horiz.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_vert.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_GaussianFrameBuffer_vert.Unbind(); } void DrawBloomPass::Draw(GLuint texture) { ImGui::Combo("DebugBloom", &m_DebugTextureToDraw, "ALL\0First\0SEcond\0Third\0Fourth\0Fifth"); ImGui::SliderInt("Iterations", &m_Iterations, 0, 10); if (m_DebugTextureToDraw == 1) BlurOneMipMapLevel(&texture, m_Iterations, 1); else if (m_DebugTextureToDraw == 2) BlurOneMipMapLevel(&texture, m_Iterations, 2); else if (m_DebugTextureToDraw == 3) BlurOneMipMapLevel(&texture, m_Iterations, 3); else if (m_DebugTextureToDraw == 4) BlurOneMipMapLevel(&texture, m_Iterations, 4); else if (m_DebugTextureToDraw == 0) { BlurOneMipMapLevel(&texture, m_Iterations, 1); BlurOneMipMapLevel(&texture, m_Iterations, 2); BlurOneMipMapLevel(&texture, m_Iterations, 3); BlurOneMipMapLevel(&texture, m_Iterations, 4); } } void DrawBloomPass::BlurOneMipMapLevel(GLuint* texture, GLint iterations, GLint mipMapLevel) { GLERROR("PRE"); //new code DrawBloomPassState state; //Loop through and blur texture at mipmap level GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); //First horiz pass m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->Bind(); GLERROR("Bind"); glUniform1i(glGetUniformLocation(shaderHandle_horiz, "MipMapLevel"), mipMapLevel); //glUniform2fv(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "ScreenSize"), 5, m_ScreenSizes); //glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), true); GLERROR("1"); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, *texture); glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex); GLERROR("2"); //Loop through vert, then horiz and save to respective textures X number of times. for (int i = 1; i < iterations; i++) { //Vertical pass m_GaussianFrameBuffer_vert.Bind(); m_GaussianProgram_vert->Bind(); //glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), false); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex); GLERROR("3"); //horizontal pass m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->Bind(); //glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), true); 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].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex); GLERROR("4"); } //the final vertical iteration. m_GaussianFrameBuffer_vert.Bind(); m_GaussianProgram_vert->Bind(); //glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), false); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex); GLERROR("5"); //Combine the the new blurred texture into the final texture m_BlurredFinalTexture.Bind(); m_CombineProgram->Bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_FinalBlurTexture); glActiveTexture(GL_TEXTURE1); 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].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex); GLERROR("END"); } void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const { glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); }