Files
axyz/src/Engine/Rendering/DrawBloomPass.cpp
T
2016-03-11 11:41:02 +01:00

238 lines
9.2 KiB
C++

#include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
: m_Renderer(renderer)
, m_Config(config)
{
InitializeTextures();
ChangeQuality(m_Config->Get<int>("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<Texture, false>("Textures/Core/Black.png");
}
void DrawBloomPass::ChangeQuality(int quality)
{
if (m_Quality == quality) {
return;
}
m_Quality = quality;
m_ScreenQuad = ResourceManager::Load<Model>("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<float>("GLOW" + qStr + ".NumIterations", 0);
}
void DrawBloomPass::InitializeShaderPrograms()
{
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
if (m_GaussianProgram_horiz->GetHandle() == 0) {
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(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<ShaderProgram>("##GaussianProgramVert");
if (m_GaussianProgram_vert->GetHandle() == 0) {
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(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<ShaderProgram>("#GaussianCombineProgram");
if (m_GaussianCombineProgram->GetHandle() == 0) {
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineGaussianTexture.vert.glsl")));
m_GaussianCombineProgram->AddShader(std::shared_ptr<Shader>(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<BufferResource>(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<BufferResource>(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<BufferResource>(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);
}