#include "Rendering/DrawBloomPass.h" DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config) : m_Renderer(renderer) , m_Config(config) { InitializeTextures(); ChangeQuality(m_Config->Get("GLOW.Quality", 2)); } void DrawBloomPass::InitializeTextures() { m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false); } void DrawBloomPass::ChangeQuality(int quality) { if (m_Quality == quality) { return; } m_Quality = quality; m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); if (m_Quality == 0) { CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz); CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); m_GaussianTexture_horiz = 0; m_GaussianTexture_vert = 0; return; } InitializeTextures(); InitializeBuffers(); InitializeShaderPrograms(); std::string qStr = std::to_string(m_Quality); m_Iterations = m_Config->Get("GLOW" + qStr + ".NumIterations", 0); } void DrawBloomPass::InitializeShaderPrograms() { m_GaussianProgram_horiz = ResourceManager::Load("##GaussianProgramHoriz"); if (m_GaussianProgram_horiz->GetHandle() == 0) { 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"); if (m_GaussianProgram_vert->GetHandle() == 0) { 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(); } } void DrawBloomPass::InitializeBuffers() { 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); if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) { m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0))); } m_GaussianFrameBuffer_horiz.Generate(); 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); if (m_GaussianFrameBuffer_vert.GetHandle() == 0) { m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); } m_GaussianFrameBuffer_vert.Generate(); } void DrawBloomPass::ClearBuffer() { if (m_Quality == 0) { return; } GLERROR("PRE"); m_GaussianFrameBuffer_horiz.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_horiz.Unbind(); m_GaussianFrameBuffer_vert.Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_vert.Unbind(); GLERROR("END"); } void DrawBloomPass::Draw(GLuint texture) { if (m_Quality == 0) { return; } GLERROR("DrawBloomPass::Draw: Pre"); DrawBloomPassState state; GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); //Horizontal pass, first use the given texture then save it to the horizontal framebuffer. m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->Bind(); 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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); //Iterate some times to make it more gaussian. for (int i = 1; i < m_Iterations; i++) { //Vertical pass m_GaussianFrameBuffer_vert.Bind(); m_GaussianProgram_vert->Bind(); glActiveTexture(GL_TEXTURE0); 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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); //horizontal pass m_GaussianFrameBuffer_vert.Unbind(); m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->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); m_GaussianFrameBuffer_horiz.Unbind(); } //final vertical gaussian after the iterations are done m_GaussianFrameBuffer_vert.Bind(); m_GaussianProgram_vert->Bind(); glActiveTexture(GL_TEXTURE0); 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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); GLERROR("DrawBloomPass::Draw: END"); } void DrawBloomPass::OnWindowResize() { if (m_Quality == 0) { return; } 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); m_GaussianFrameBuffer_vert.Generate(); 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); m_GaussianFrameBuffer_horiz.Generate(); }