Files
axyz/include/Engine/Rendering/DrawBloomPass.h
T

63 lines
1.7 KiB
C++

#ifndef DrawBloomPass_h__
#define DrawBloomPass_h__
#include "IRenderer.h"
#include "DrawBloomPassState.h"
//#include "LightCullingPass.h" Finalpass om den skall skickas in
#include "FrameBuffer.h"
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
#include "imgui/imgui.h"
class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
~DrawBloomPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void InitializeBuffers();
void ClearBuffer();
void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture);
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { return m_FinalBlurTexture; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void BlurOneMipMapLevel(GLuint* texture, GLint iterations, GLint mipMapLevel);
Texture* m_WhiteTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
//const LightCullingPass* m_LightCullingPass
//GLuint m_iterations = 5;
GLint m_DebugTextureToDraw = 0;
GLint m_Iterations = 3;
float m_ScreenSizes[10];
GLuint m_FinalBlurTexture;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
FrameBuffer m_BlurredFinalTexture;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
ShaderProgram* m_GaussianProgram_both;
ShaderProgram* m_CombineProgram;
};
#endif