bloom
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6423dfc220
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816d346cb7
32
grk/cw 6/shaders/shaderBlur.frag
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32
grk/cw 6/shaders/shaderBlur.frag
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@ -0,0 +1,32 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D image;
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uniform bool horizontal;
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uniform float weight[5] = float[] (0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162);
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel
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vec3 result = texture(image, TexCoords).rgb * weight[0];
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if(horizontal)
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{
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for(int i = 1; i < 5; ++i)
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{
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result += texture(image, TexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(image, TexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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}
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}
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else
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{
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for(int i = 1; i < 5; ++i)
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{
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result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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}
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FragColor = vec4(result, 1.0);
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}
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11
grk/cw 6/shaders/shaderBlur.vert
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11
grk/cw 6/shaders/shaderBlur.vert
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@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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23
grk/cw 6/shaders/shader_bloom_final.frag
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23
grk/cw 6/shaders/shader_bloom_final.frag
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D scene;
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uniform sampler2D bloomBlur;
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uniform bool bloom;
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uniform float exposure;
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void main()
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{
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const float gamma = 2.6;
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vec3 hdrColor = texture(scene, TexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
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if(bloom)
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hdrColor += bloomColor; // additive blending
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// tone mapping
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vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
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// also gamma correct while we're at it
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result = pow(result, vec3(1.0 / gamma));
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FragColor = vec4(result, 1.0);
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}
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11
grk/cw 6/shaders/shader_bloom_final.vert
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11
grk/cw 6/shaders/shader_bloom_final.vert
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@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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@ -1,5 +1,8 @@
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#version 430 core
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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float AMBIENT = 0.05;
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float PI = 3.14159;
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@ -29,7 +32,7 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
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//out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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@ -198,11 +201,20 @@ void main() {
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//sun
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
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vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
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vec4 noiseColor = noiseColor() * min(1, AMBIENT + cloudLightness * diffuse) * vec4(lightColor, 0.0) / cloudLight;
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vec3 mixedColor = mix(pbrColor.rgb, noiseColor.rgb, noiseColor.r);
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float brightness = dot(mixedColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 1.0)
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BrightColor = vec4(mixedColor, 1.0);
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else
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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outColor = vec4(mixedColor, 1.0);
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}
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@ -13,11 +13,16 @@
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <string>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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GLuint programTex;
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GLuint programPbr;
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GLuint programSun;
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GLuint programSkyBox;
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//GLuint programBloom;
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GLuint programBloomFinal;
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GLuint programBlur;
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Core::Shader_Loader shaderLoader;
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@ -65,12 +70,18 @@ float aspectRatio = 1.77f;
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unsigned int hdrFBO;
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unsigned int colorBuffers[2];
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unsigned int depthMap;
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unsigned int depthMapFBO;
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int HDR_WIDTH = 1024;
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int HDR_HEIGHT = 1024;
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unsigned int rboDepth;
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unsigned int pingpongFBO[2];
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unsigned int pingpongColorbuffers[2];
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int HDR_WIDTH;
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int HDR_HEIGHT;
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bool bloom = true;
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float exposure = 1.5f;
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float lightPower = 8.f;
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glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
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@ -117,44 +128,97 @@ glm::mat4 createPerspectiveMatrix() {
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return perspectiveMatrix;
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}
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void initHDR() {
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unsigned int quadVAO = 0;
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unsigned int quadVBO;
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void renderQuad()
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{
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if (quadVAO == 0)
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{
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float quadVertices[] = {
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// positions // texture Coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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// setup plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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void initHDR(GLFWwindow* window) {
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glfwGetFramebufferSize(window, &HDR_WIDTH, &HDR_HEIGHT);
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glGenFramebuffers(1, &hdrFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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// create 2 floating point color buffers (1 for normal rendering, other for brightness threshold values)
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glGenTextures(2, colorBuffers);
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for (unsigned int i = 0; i < 2; i++) {
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F,
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HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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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_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// attach texture to framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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}
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}
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void initRBO(GLFWwindow* window) {
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glfwGetFramebufferSize(window, &HDR_WIDTH, &HDR_HEIGHT);
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glGenRenderbuffers(1, &rboDepth);
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glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, HDR_WIDTH, HDR_HEIGHT);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
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// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
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unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(2, attachments);
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// finally check if framebuffer is complete
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void initDepthMap() {
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glGenFramebuffers(1, &depthMapFBO);
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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HDR_WIDTH, HDR_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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void blurPingPong() {
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glGenFramebuffers(2, pingpongFBO);
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glGenTextures(2, pingpongColorbuffers);
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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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); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
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// also check if framebuffers are complete (no need for depth buffer)
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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}
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}
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void shaderBloomConfig() {
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glUseProgram(programBlur);
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glUniform1i(glGetUniformLocation(programBloomFinal, "image"), 0);
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glUseProgram(programBloomFinal);
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glUniform1i(glGetUniformLocation(programBloomFinal, "scene"), 0);
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glUniform1i(glGetUniformLocation(programBloomFinal, "bloomBlur"), 1);
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}
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void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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@ -248,11 +312,41 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
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glUseProgram(0);
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}
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void drawPlanetBlur() {
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bool horizontal = true, first_iteration = true;
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unsigned int amount = 10;
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glUseProgram(programBlur);
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for (unsigned int i = 0; i < amount; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
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glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
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glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
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renderQuad();
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horizontal = !horizontal;
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if (first_iteration)
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first_iteration = false;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(programBloomFinal);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
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glUniform1i(glGetUniformLocation(programBloomFinal, "bloom"), bloom);
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glUniform1f(glGetUniformLocation(programBloomFinal, "exposure"), exposure);
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renderQuad();
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}
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void renderScene(GLFWwindow* window) {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glfwGetTime();
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//rysowanie planety
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glm::mat4 planetScale = glm::scale(glm::vec3(planetSize));
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glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
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@ -276,6 +370,10 @@ void renderScene(GLFWwindow* window) {
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drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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drawPlanetBlur();
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glfwSwapBuffers(window);
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}
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@ -317,6 +415,9 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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//typ światła
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if (key == GLFW_KEY_P && action == GLFW_PRESS)
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lightingCheck = !lightingCheck;
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if (key == GLFW_KEY_B && action == GLFW_PRESS)
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bloom = !bloom;
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}
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//obsluga wejscia
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@ -390,8 +491,6 @@ void init(GLFWwindow* window) {
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glEnable(GL_DEPTH_TEST);
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//glDisable(GL_DEPTH_TEST);
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//initDepthMap();
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//initHDR();
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glfwSetKeyCallback(window, key_callback);
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@ -399,7 +498,9 @@ void init(GLFWwindow* window) {
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programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programBlur = shaderLoader.CreateProgram("shaders/shaderBlur.vert", "shaders/shaderBlur.frag");
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programBloomFinal = shaderLoader.CreateProgram("shaders/shader_bloom_final.vert", "shaders/shader_bloom_final.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/cube.obj", cubeContext);
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@ -407,6 +508,12 @@ void init(GLFWwindow* window) {
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sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
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skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
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initHDR(window);
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initRBO(window);
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blurPingPong();
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shaderBloomConfig();
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}
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void shutdown(GLFWwindow* window) {
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