#include "Rendering/DrawBloomPass.h" DrawBloomPass::DrawBloomPass(IRenderer* renderer) { m_Renderer = renderer; m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.mesh"); 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(); } void DrawBloomPass::InitializeBuffers() { GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_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->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT); m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); m_GaussianFrameBuffer_vert.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) { 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].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].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(); 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); //horizontal pass m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->Bind(); 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); } //final vertical gaussian after the iterations are done m_GaussianFrameBuffer_vert.Bind(); m_GaussianProgram_vert->Bind(); 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("DrawBloomPass::Draw: 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"); }