mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Make pbr bloom example compile
This commit is contained in:
@@ -42,7 +42,7 @@ void main()
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result = bloom_none(); break;
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result = bloom_none(); break;
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}
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}
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// tone mapping
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// tone mapping
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vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
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result = vec3(1.0) - exp(-result * exposure);
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// also gamma correct while we're at it
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// also gamma correct while we're at it
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const float gamma = 2.2;
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const float gamma = 2.2;
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result = pow(result, vec3(1.0 / gamma));
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result = pow(result, vec3(1.0 / gamma));
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@@ -12,6 +12,7 @@
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#include <learnopengl/model.h>
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#include <learnopengl/model.h>
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#include <iostream>
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#include <iostream>
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#include <vector>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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@@ -27,6 +28,7 @@ const unsigned int SCR_HEIGHT = 600;
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bool bloom = true;
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bool bloom = true;
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float exposure = 1.0f;
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float exposure = 1.0f;
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int programChoice = 1;
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int programChoice = 1;
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float bloomFilterRadius = 0.005f;
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// camera
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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@@ -38,6 +40,283 @@ bool firstMouse = true;
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float deltaTime = 0.0f;
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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float lastFrame = 0.0f;
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// bloom stuff
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struct bloomMip
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{
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glm::vec2 size;
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glm::ivec2 intSize;
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unsigned int texture;
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};
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class bloomFBO
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{
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public:
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bloomFBO();
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~bloomFBO();
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bool Init(unsigned int windowWidth, unsigned int windowHeight, unsigned int mipChainLength);
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void Destroy();
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void BindForWriting();
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const std::vector<bloomMip>& MipChain() const;
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private:
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bool mInit;
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unsigned int mFBO;
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std::vector<bloomMip> mMipChain;
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};
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bloomFBO::bloomFBO() : mInit(false) {}
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bloomFBO::~bloomFBO() {}
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bool bloomFBO::Init(unsigned int windowWidth, unsigned int windowHeight, unsigned int mipChainLength)
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{
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if (mInit) return true;
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glGenFramebuffers(1, &mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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glm::vec2 mipSize((float)windowWidth, (float)windowHeight);
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glm::ivec2 mipIntSize((int)windowWidth, (int)windowHeight);
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// Safety check
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if (windowWidth > (unsigned int)INT_MAX || windowHeight > (unsigned int)INT_MAX) {
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std::cerr << "Window size conversion overflow - cannot build bloom FBO!" << std::endl;
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return false;
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}
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for (GLuint i = 0; i < mipChainLength; i++)
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{
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bloomMip mip;
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mipSize *= 0.5f;
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mipIntSize /= 2;
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mip.size = mipSize;
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mip.intSize = mipIntSize;
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glGenTextures(1, &mip.texture);
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glBindTexture(GL_TEXTURE_2D, mip.texture);
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// we are downscaling an HDR color buffer, so we need a float texture format
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R11F_G11F_B10F,
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(int)mipSize.x, (int)mipSize.y,
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0, GL_RGB, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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std::cout << "Created bloom mip " << mipIntSize.x << 'x' << mipIntSize.y << std::endl;
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mMipChain.emplace_back(mip);
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, mMipChain[0].texture, 0);
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// setup attachments
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unsigned int attachments[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, attachments);
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// check completion status
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int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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printf("gbuffer FBO error, status: 0x%x\n", status);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return false;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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mInit = true;
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return true;
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}
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void bloomFBO::Destroy()
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{
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for (int i = 0; i < (int)mMipChain.size(); i++) {
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glDeleteTextures(1, &mMipChain[i].texture);
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mMipChain[i].texture = 0;
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}
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glDeleteFramebuffers(1, &mFBO);
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mFBO = 0;
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mInit = false;
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}
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void bloomFBO::BindForWriting()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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}
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const std::vector<bloomMip>& bloomFBO::MipChain() const
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{
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return mMipChain;
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}
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class BloomRenderer
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{
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public:
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BloomRenderer();
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~BloomRenderer();
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bool Init(unsigned int windowWidth, unsigned int windowHeight);
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void Destroy();
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void RenderBloomTexture(unsigned int srcTexture, float filterRadius);
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unsigned int BloomTexture();
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unsigned int BloomMip_i(int index);
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private:
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void RenderDownsamples(unsigned int srcTexture);
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void RenderUpsamples(float filterRadius);
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bool mInit;
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bloomFBO mFBO;
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glm::ivec2 mSrcViewportSize;
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glm::vec2 mSrcViewportSizeFloat;
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Shader* mDownsampleShader;
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Shader* mUpsampleShader;
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bool mKarisAverageOnDownsample = true;
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};
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BloomRenderer::BloomRenderer() : mInit(false) {}
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BloomRenderer::~BloomRenderer() {}
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bool BloomRenderer::Init(unsigned int windowWidth, unsigned int windowHeight)
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{
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if (mInit) return true;
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mSrcViewportSize = glm::ivec2(windowWidth, windowHeight);
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mSrcViewportSizeFloat = glm::vec2((float)windowWidth, (float)windowHeight);
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// Framebuffer
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const unsigned int num_bloom_mips = 6; // TODO: Play around with this value
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bool status = mFBO.Init(windowWidth, windowHeight, num_bloom_mips);
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if (!status) {
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std::cerr << "Failed to initialize bloom FBO - cannot create bloom renderer!\n";
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return false;
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}
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// Shaders
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mDownsampleShader = new Shader("6.new_downsample.vs", "6.new_downsample.fs");
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mUpsampleShader = new Shader("6.new_upsample.vs", "6.new_upsample.fs");
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// Downsample
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mDownsampleShader->use();
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mDownsampleShader->setInt("srcTexture", 0);
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glUseProgram(0);
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// Upsample
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mUpsampleShader->use();
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mUpsampleShader->setInt("srcTexture", 0);
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glUseProgram(0);
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return true;
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}
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void BloomRenderer::Destroy()
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{
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mFBO.Destroy();
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delete mDownsampleShader;
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delete mUpsampleShader;
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}
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void BloomRenderer::RenderDownsamples(unsigned int srcTexture)
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{
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const std::vector<bloomMip>& mipChain = mFBO.MipChain();
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mDownsampleShader->use();
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mDownsampleShader->setVec2("srcResolution", mSrcViewportSizeFloat);
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if (mKarisAverageOnDownsample) {
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mDownsampleShader->setInt("mipLevel", 0);
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}
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// Bind srcTexture (HDR color buffer) as initial texture input
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, srcTexture);
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// Progressively downsample through the mip chain
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for (int i = 0; i < (int)mipChain.size(); i++)
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{
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const bloomMip& mip = mipChain[i];
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glViewport(0, 0, mip.size.x, mip.size.y);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, mip.texture, 0);
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// Render screen-filled quad of resolution of current mip
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renderQuad();
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// Set current mip resolution as srcResolution for next iteration
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mDownsampleShader->setVec2("srcResolution", mip.size);
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// Set current mip as texture input for next iteration
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glBindTexture(GL_TEXTURE_2D, mip.texture);
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// Disable Karis average for consequent downsamples
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if (i == 0) { mDownsampleShader->setInt("mipLevel", 1); }
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}
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glUseProgram(0);
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}
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void BloomRenderer::RenderUpsamples(float filterRadius)
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{
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const std::vector<bloomMip>& mipChain = mFBO.MipChain();
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mUpsampleShader->use();
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mUpsampleShader->setFloat("filterRadius", filterRadius);
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// Enable additive blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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for (int i = (int)mipChain.size() - 1; i > 0; i--)
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{
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const bloomMip& mip = mipChain[i];
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const bloomMip& nextMip = mipChain[i-1];
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// Bind viewport and texture from where to read
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mip.texture);
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// Set framebuffer render target (we write to this texture)
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glViewport(0, 0, nextMip.size.x, nextMip.size.y);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, nextMip.texture, 0);
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// Render screen-filled quad of resolution of current mip
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renderQuad();
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}
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// Disable additive blending
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//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glUseProgram(0);
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}
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void BloomRenderer::RenderBloomTexture(unsigned int srcTexture, float filterRadius)
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{
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mFBO.BindForWriting();
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this->RenderDownsamples(srcTexture);
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this->RenderUpsamples(filterRadius);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Restore viewport
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glViewport(0, 0, mSrcViewportSize.x, mSrcViewportSize.y);
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}
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GLuint BloomRenderer::BloomTexture()
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{
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return mFBO.MipChain()[0].texture;
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}
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GLuint BloomRenderer::BloomMip_i(int index)
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{
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const std::vector<bloomMip>& mipChain = mFBO.MipChain();
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int size = (int)mipChain.size();
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return mipChain[(index > size-1) ? size-1 : (index < 0) ? 0 : index].texture;
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}
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int main()
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int main()
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{
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{
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// glfw: initialize and configure
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// glfw: initialize and configure
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@@ -87,9 +366,6 @@ int main()
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Shader shaderBlur("6.old_blur.vs", "6.old_blur.fs");
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Shader shaderBlur("6.old_blur.vs", "6.old_blur.fs");
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Shader shaderBloomFinal("6.bloom_final.vs", "6.bloom_final.fs");
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Shader shaderBloomFinal("6.bloom_final.vs", "6.bloom_final.fs");
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Shader shaderDownsample("6.new_downsample.vs", "6.new_downsample.fs");
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Shader shaderUpsample("6.new_upsample.vs", "6.new_upsample.fs");
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// load textures
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// load textures
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// -------------
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// -------------
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unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), true); // note that we're loading the texture as an SRGB texture
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unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), true); // note that we're loading the texture as an SRGB texture
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@@ -174,6 +450,11 @@ int main()
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shaderBloomFinal.setInt("scene", 0);
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shaderBloomFinal.setInt("scene", 0);
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shaderBloomFinal.setInt("bloomBlur", 1);
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shaderBloomFinal.setInt("bloomBlur", 1);
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// bloom renderer
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// --------------
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BloomRenderer bloomRenderer;
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bloomRenderer.Init(SCR_WIDTH, SCR_HEIGHT);
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// render loop
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// render loop
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// -----------
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// -----------
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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@@ -275,6 +556,7 @@ int main()
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if (programChoice < 1 || programChoice > 3) { programChoice = 1; }
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if (programChoice < 1 || programChoice > 3) { programChoice = 1; }
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bloom = (programChoice == 1) ? false : true;
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bloom = (programChoice == 1) ? false : true;
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bool horizontal = true;
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// 2.A) bloom is disabled
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// 2.A) bloom is disabled
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// ----------------------
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// ----------------------
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@@ -287,7 +569,7 @@ int main()
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// ------------------------------------------------------
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// ------------------------------------------------------
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else if (programChoice == 2)
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else if (programChoice == 2)
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{
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{
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bool horizontal = true, first_iteration = true;
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bool first_iteration = true;
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unsigned int amount = 10;
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unsigned int amount = 10;
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shaderBlur.use();
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shaderBlur.use();
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for (unsigned int i = 0; i < amount; i++)
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for (unsigned int i = 0; i < amount; i++)
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@@ -307,7 +589,7 @@ int main()
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// -------------------------------------------------------------------
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// -------------------------------------------------------------------
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else if (programChoice == 3)
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else if (programChoice == 3)
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{
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{
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bloomRenderer.RenderBloomTexture(colorBuffers[1], bloomFilterRadius);
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}
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}
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// 3. now render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
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// 3. now render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
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@@ -317,13 +599,16 @@ int main()
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
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glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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if (programChoice == 1) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0); // trick to bind invalid texture "0", we don't care either way!
|
||||||
|
}
|
||||||
if (programChoice == 2) {
|
if (programChoice == 2) {
|
||||||
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
|
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
|
||||||
}
|
}
|
||||||
else if (programChoice == 3) {
|
else if (programChoice == 3) {
|
||||||
glBindTexture(GL_TEXTURE_2D, bloomRenderer.Get...)
|
glBindTexture(GL_TEXTURE_2D, bloomRenderer.BloomTexture());
|
||||||
}
|
}
|
||||||
shaderBloomFinal.setInt("programChoice", programChoice));
|
shaderBloomFinal.setInt("programChoice", programChoice);
|
||||||
shaderBloomFinal.setFloat("exposure", exposure);
|
shaderBloomFinal.setFloat("exposure", exposure);
|
||||||
renderQuad();
|
renderQuad();
|
||||||
|
|
||||||
@@ -335,6 +620,7 @@ int main()
|
|||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bloomRenderer.Destroy();
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user