173 lines
6.7 KiB
C++
173 lines
6.7 KiB
C++
#include "Rendering/DrawBloomPass.h"
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DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
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: m_Renderer(renderer)
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, m_Config(config)
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{
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InitializeTextures();
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ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
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}
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void DrawBloomPass::InitializeTextures()
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{
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m_BlackTexture = CommonFunctions::TryLoadResource<Texture, false>("Textures/Core/Black.png");
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}
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void DrawBloomPass::ChangeQuality(int quality)
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{
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if (m_Quality == quality) {
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return;
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}
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m_Quality = quality;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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if (m_Quality == 0) {
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CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
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CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
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m_GaussianTexture_horiz = 0;
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m_GaussianTexture_vert = 0;
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return;
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}
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InitializeTextures();
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InitializeBuffers();
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InitializeShaderPrograms();
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std::string qStr = std::to_string(m_Quality);
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m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
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}
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void DrawBloomPass::InitializeShaderPrograms()
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{
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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if (m_GaussianProgram_horiz->GetHandle() == 0) {
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_horiz->Link();
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}
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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if (m_GaussianProgram_vert->GetHandle() == 0) {
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
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m_GaussianProgram_vert->Link();
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}
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}
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void DrawBloomPass::InitializeBuffers()
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{
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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);
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if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_horiz.Generate();
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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);
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if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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}
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m_GaussianFrameBuffer_vert.Generate();
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}
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void DrawBloomPass::ClearBuffer()
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{
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if (m_Quality == 0) {
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return;
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}
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GLERROR("PRE");
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m_GaussianFrameBuffer_horiz.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_horiz.Unbind();
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m_GaussianFrameBuffer_vert.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_GaussianFrameBuffer_vert.Unbind();
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GLERROR("END");
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}
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void DrawBloomPass::Draw(GLuint texture)
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{
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if (m_Quality == 0) {
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return;
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}
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GLERROR("DrawBloomPass::Draw: Pre");
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DrawBloomPassState state;
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_Iterations; i++) {
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//Vertical pass
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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//horizontal pass
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m_GaussianFrameBuffer_vert.Unbind();
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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m_GaussianFrameBuffer_horiz.Unbind();
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}
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//final vertical gaussian after the iterations are done
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
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GLERROR("DrawBloomPass::Draw: END");
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}
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void DrawBloomPass::OnWindowResize()
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{
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if (m_Quality == 0) {
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return;
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}
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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);
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m_GaussianFrameBuffer_vert.Generate();
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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);
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m_GaussianFrameBuffer_horiz.Generate();
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}
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