#include "Rendering/DrawBloomPass.h" DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config) : m_Renderer(renderer) , m_Config(config) { InitializeTextures(); ChangeQuality(m_Config->Get("GLOW.Quality", 2)); } DrawBloomPass::~DrawBloomPass() { CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz); CommonFunctions::DeleteTexture(&m_GaussianTexture_vert); CommonFunctions::DeleteTexture(&m_FinalGaussianTexture); } void DrawBloomPass::InitializeTextures() { m_BlackTexture = CommonFunctions::TryLoadResource("Textures/Core/Black.png"); } 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); CommonFunctions::DeleteTexture(&m_FinalGaussianTexture); 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->BindFragDataLocation(0, "fragmentColor"); 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->BindFragDataLocation(0, "fragmentColor"); m_GaussianProgram_vert->Link(); } m_GaussianCombineProgram = ResourceManager::Load("#GaussianCombineProgram"); if (m_GaussianCombineProgram->GetHandle() == 0) { m_GaussianCombineProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl"))); m_GaussianCombineProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/CombineGaussianTexture.frag.glsl"))); m_GaussianCombineProgram->Compile(); m_GaussianCombineProgram->BindFragDataLocation(0, "fragmentColor"); m_GaussianCombineProgram->Link(); } } void DrawBloomPass::InitializeBuffers() { CommonFunctions::GenerateMipMapTexture( &m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height) , GL_RGB, GL_FLOAT, m_BloomLod); CommonFunctions::GenerateMipMapTexture( &m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height) , GL_RGB, GL_FLOAT, m_BloomLod); CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, 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(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0))); } m_GaussianCombineBuffer.Generate(); if(m_GaussianFrameBuffer_horiz == nullptr) { m_GaussianFrameBuffer_horiz = new FrameBuffer[m_BloomLod]; } if (m_GaussianFrameBuffer_vert == nullptr) { m_GaussianFrameBuffer_vert = new FrameBuffer[m_BloomLod]; } for (int i = 0; i < m_BloomLod; i++) { if(m_GaussianFrameBuffer_horiz[i].GetHandle() == 0) { m_GaussianFrameBuffer_horiz[i].AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0, i))); } m_GaussianFrameBuffer_horiz[i].Generate(); if (m_GaussianFrameBuffer_vert[i].GetHandle() == 0) { m_GaussianFrameBuffer_vert[i].AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0, i))); } m_GaussianFrameBuffer_vert[i].Generate(); } } void DrawBloomPass::ClearBuffer() { if (m_Quality == 0) { return; } GLERROR("PRE"); for (int i = 0; i < m_BloomLod; i++) { m_GaussianFrameBuffer_horiz[i].Bind(); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); m_GaussianFrameBuffer_horiz[i].Unbind(); m_GaussianFrameBuffer_vert[i].Bind(); 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"); } void DrawBloomPass::Draw(GLuint texture) { if (m_Quality == 0) { return; } for (int i = 0; i < m_BloomLod; i++) { GaussianLodPass(i, texture); } CombineGaussianBlur(); } void DrawBloomPass::OnWindowResize() { if (m_Quality == 0) { return; } InitializeBuffers(); } 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(); GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); m_GaussianProgram_vert->Bind(); glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), mipMap); m_GaussianProgram_horiz->Bind(); glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), mipMap); //Horizontal pass, first use the given texture then save it to the horizontal framebuffer. m_GaussianFrameBuffer_horiz[mipMap].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[mipMap].Bind(); m_GaussianProgram_vert->Bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); 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[mipMap].Unbind(); m_GaussianFrameBuffer_horiz[mipMap].Bind(); m_GaussianProgram_horiz->Bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); 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[mipMap].Unbind(); } //final vertical gaussian after the iterations are done m_GaussianFrameBuffer_vert[mipMap].Bind(); m_GaussianProgram_vert->Bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); 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"); 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(); glUniform1i(glGetUniformLocation(m_GaussianCombineProgram->GetHandle(), "MaxMipMap"), m_BloomLod); 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); }