diff --git a/grk/cw 6/shaders/shaderBlur.frag b/grk/cw 6/shaders/shaderBlur.frag new file mode 100644 index 0000000..f5a1604 --- /dev/null +++ b/grk/cw 6/shaders/shaderBlur.frag @@ -0,0 +1,33 @@ +#version 330 core +out vec4 FragColor; + +in vec2 TexCoords; + +uniform sampler2D image; + +uniform int count; +uniform bool horizontal; +uniform float weight[5] = float[] (0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162); + +void main() +{ + vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel + vec3 result = texture(image, TexCoords).rgb * weight[0]; + if(horizontal) + { + for(int i = 1; i < count; ++i) + { + result += texture(image, TexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i]; + result += texture(image, TexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i]; + } + } + else + { + for(int i = 1; i < 5; ++i) + { + result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i]; + result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i]; + } + } + FragColor = vec4(result, 1.0); +} \ No newline at end of file diff --git a/grk/cw 6/shaders/shaderBlur.vert b/grk/cw 6/shaders/shaderBlur.vert new file mode 100644 index 0000000..9f93e29 --- /dev/null +++ b/grk/cw 6/shaders/shaderBlur.vert @@ -0,0 +1,11 @@ +#version 330 core +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec2 aTexCoords; + +out vec2 TexCoords; + +void main() +{ + TexCoords = aTexCoords; + gl_Position = vec4(aPos, 1.0); +} \ No newline at end of file diff --git a/grk/cw 6/shaders/shader_bloom_final.frag b/grk/cw 6/shaders/shader_bloom_final.frag new file mode 100644 index 0000000..f216d5f --- /dev/null +++ b/grk/cw 6/shaders/shader_bloom_final.frag @@ -0,0 +1,23 @@ +#version 330 core +out vec4 FragColor; + +in vec2 TexCoords; + +uniform sampler2D scene; +uniform sampler2D bloomBlur; +uniform bool bloom; +uniform float exposure; + +void main() +{ + const float gamma = 2.6; + vec3 hdrColor = texture(scene, TexCoords).rgb; + vec3 bloomColor = texture(bloomBlur, TexCoords).rgb; + if(bloom) + hdrColor += bloomColor; // additive blending + // tone mapping + vec3 result = vec3(1.0) - exp(-hdrColor * exposure); + // also gamma correct while we're at it + result = pow(result, vec3(1.0 / gamma)); + FragColor = vec4(result, 1.0); +} \ No newline at end of file diff --git a/grk/cw 6/shaders/shader_bloom_final.vert b/grk/cw 6/shaders/shader_bloom_final.vert new file mode 100644 index 0000000..9f93e29 --- /dev/null +++ b/grk/cw 6/shaders/shader_bloom_final.vert @@ -0,0 +1,11 @@ +#version 330 core +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec2 aTexCoords; + +out vec2 TexCoords; + +void main() +{ + TexCoords = aTexCoords; + gl_Position = vec4(aPos, 1.0); +} \ No newline at end of file diff --git a/grk/cw 6/shaders/shader_pbr.frag b/grk/cw 6/shaders/shader_pbr.frag index 4f4e842..79bd21e 100644 --- a/grk/cw 6/shaders/shader_pbr.frag +++ b/grk/cw 6/shaders/shader_pbr.frag @@ -1,5 +1,8 @@ #version 430 core +layout (location = 0) out vec4 outColor; +layout (location = 1) out vec4 BrightColor; + float AMBIENT = 0.05; float PI = 3.14159; @@ -29,7 +32,7 @@ in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; -out vec4 outColor; +//out vec4 outColor; in vec3 viewDirTS; in vec3 lightDirTS; @@ -200,6 +203,8 @@ void main() //sun illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor); + + vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition); vec3 finalColor = pbrColor; @@ -210,5 +215,13 @@ void main() finalColor = mix(pbrColor, noiseColor, noiseColor.r); } + + + float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722)); + if(brightness > 1.5) + BrightColor = vec4(finalColor, 1.0); + else + BrightColor = vec4(0.5, 0.5, 0.5, 1.0); + outColor = vec4(finalColor, 1.0); } diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp index 4a514b2..9ae1e69 100644 --- a/grk/cw 6/src/Planet.hpp +++ b/grk/cw 6/src/Planet.hpp @@ -13,11 +13,15 @@ #include #include #include +#include +#include GLuint programTex; GLuint programPbr; GLuint programSun; GLuint programSkyBox; +GLuint programBloomFinal; +GLuint programBlur; Core::Shader_Loader shaderLoader; @@ -65,11 +69,19 @@ float aspectRatio = 1.77f; unsigned int hdrFBO; unsigned int colorBuffers[2]; -unsigned int depthMap; -unsigned int depthMapFBO; -int HDR_WIDTH = 1024; -int HDR_HEIGHT = 1024; +unsigned int rboDepth; + + +unsigned int pingpongFBO[2]; +unsigned int pingpongColorbuffers[2]; + +int HDR_WIDTH; +int HDR_HEIGHT; + +bool bloom = true; +float bloom_exposure = 1.f; +int blur_count = 1; float lightPower = 8.f; glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower); @@ -116,44 +128,97 @@ glm::mat4 createPerspectiveMatrix() { return perspectiveMatrix; } -void initHDR() { +unsigned int quadVAO = 0; +unsigned int quadVBO; +void renderQuad() +{ + if (quadVAO == 0) + { + float quadVertices[] = { + // positions // texture Coords + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + }; + // setup plane VAO + glGenVertexArrays(1, &quadVAO); + glGenBuffers(1, &quadVBO); + glBindVertexArray(quadVAO); + glBindBuffer(GL_ARRAY_BUFFER, quadVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); + } + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); +} + +void initHDR(GLFWwindow* window) { + glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT); glGenFramebuffers(1, &hdrFBO); glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO); + // create 2 floating point color buffers (1 for normal rendering, other for brightness threshold values) glGenTextures(2, colorBuffers); - - for (unsigned int i = 0; i < 2; i++) { + for (unsigned int i = 0; i < 2; i++) + { glBindTexture(GL_TEXTURE_2D, colorBuffers[i]); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, - HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - + // attach texture to framebuffer glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0); - glDrawBuffer(GL_NONE); - glReadBuffer(GL_NONE); } +} + +void initRBO(GLFWwindow* window) { + + glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT); + glGenRenderbuffers(1, &rboDepth); + glBindRenderbuffer(GL_RENDERBUFFER, rboDepth); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, HDR_WIDTH, HDR_HEIGHT); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth); + // tell OpenGL which color attachments we'll use (of this framebuffer) for rendering unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, attachments); + // finally check if framebuffer is complete + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + std::cout << "Framebuffer not complete!" << std::endl; glBindFramebuffer(GL_FRAMEBUFFER, 0); } -void initDepthMap() { - glGenFramebuffers(1, &depthMapFBO); - glGenTextures(1, &depthMap); - glBindTexture(GL_TEXTURE_2D, depthMap); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, - HDR_WIDTH, HDR_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); - glDrawBuffer(GL_NONE); - glReadBuffer(GL_NONE); - glBindFramebuffer(GL_FRAMEBUFFER, 0); +void blurPingPong(GLFWwindow* window) { + glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT); + glGenFramebuffers(2, pingpongFBO); + glGenTextures(2, pingpongColorbuffers); + for (unsigned int i = 0; i < 2; i++) + { + glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]); + glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values! + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0); + // also check if framebuffers are complete (no need for depth buffer) + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + std::cout << "Framebuffer not complete!" << std::endl; + } +} + +void shaderBloomConfig() { + glUseProgram(programBlur); + glUniform1i(glGetUniformLocation(programBloomFinal, "image"), 0); + + glUseProgram(programBloomFinal); + glUniform1i(glGetUniformLocation(programBloomFinal, "scene"), 0); + glUniform1i(glGetUniformLocation(programBloomFinal, "bloomBlur"), 1); } void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) { @@ -246,11 +311,42 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text glUseProgram(0); } +void drawPlanetBlur() { + bool horizontal = true, first_iteration = true; + unsigned int amount = 10; + glUseProgram(programBlur); + glUniform1i(glGetUniformLocation(programBlur, "count"), blur_count); + for (unsigned int i = 0; i < amount; i++) + { + glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]); + glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal); + glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration) + renderQuad(); + horizontal = !horizontal; + if (first_iteration) + first_iteration = false; + } + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(programBloomFinal); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, colorBuffers[0]); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]); + glUniform1i(glGetUniformLocation(programBloomFinal, "bloom"), bloom); + glUniform1f(glGetUniformLocation(programBloomFinal, "exposure"), bloom_exposure); + renderQuad(); +} + void renderScene(GLFWwindow* window) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); float time = glfwGetTime(); - + glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //rysowanie planety glm::mat4 planetScale = glm::scale(glm::vec3(planetSize)); glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0)); @@ -274,11 +370,19 @@ void renderScene(GLFWwindow* window) { drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + drawPlanetBlur(); + glfwSwapBuffers(window); } void framebuffer_size_callback(GLFWwindow* window, int width, int height) { aspectRatio = float(width) / float(height); + + initHDR(window); + initRBO(window); + blurPingPong(window); glViewport(0, 0, width, height); } @@ -315,6 +419,13 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod //typ światła if (key == GLFW_KEY_P && action == GLFW_PRESS) lightingCheck = !lightingCheck; + + if (key == GLFW_KEY_B && action == GLFW_PRESS) { + blur_count++; + if (blur_count > 5) + blur_count = 1; + } + } //obsluga wejscia @@ -408,12 +519,11 @@ void processInput(GLFWwindow* window) void init(GLFWwindow* window) { glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); - + initHDR(window); + initRBO(window); glEnable(GL_DEPTH_TEST); //glDisable(GL_DEPTH_TEST); - //initDepthMap(); - //initHDR(); glfwSetKeyCallback(window, key_callback); @@ -421,7 +531,9 @@ void init(GLFWwindow* window) { programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag"); programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); - + programBlur = shaderLoader.CreateProgram("shaders/shaderBlur.vert", "shaders/shaderBlur.frag"); + programBloomFinal = shaderLoader.CreateProgram("shaders/shader_bloom_final.vert", "shaders/shader_bloom_final.frag"); + loadModelToContext("./models/sphere.obj", sphereContext); loadModelToContext("./models/cube.obj", cubeContext); @@ -429,6 +541,10 @@ void init(GLFWwindow* window) { sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]); skyBoxTex = Core::LoadSkyBox(skyBoxPaths); + + blurPingPong(window); + + shaderBloomConfig(); } void shutdown(GLFWwindow* window) {