wip bloom
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5050374c1f
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adec05f6f8
21
grk/cw 6/shaders/shader_FBO.frag
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21
grk/cw 6/shaders/shader_FBO.frag
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@ -0,0 +1,21 @@
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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 screenTexture;
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uniform sampler2D bloomTexture;
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uniform float gamma;
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void main()
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{
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vec3 fragment = texture(screenTexture, texCoords).rgb;
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vec3 bloom = texture(bloomTexture, texCoords).rgb;
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vec3 color = fragment + bloom;
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float exposure = 0.8f;
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vec3 toneMapped = vec3(1.0f) - exp(-color * exposure);
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FragColor.rgb = pow(toneMapped, vec3(1.0f / gamma));
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}
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12
grk/cw 6/shaders/shader_FBO.vert
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12
grk/cw 6/shaders/shader_FBO.vert
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#version 430 core
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec2 inTexCoords;
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out vec2 texCoords;
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void main()
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{
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gl_Position = vec4(inPos.x, inPos.y, 0.0, 1.0);
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texCoords = inTexCoords;
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}
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57
grk/cw 6/shaders/shader_bloom.frag
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57
grk/cw 6/shaders/shader_bloom.frag
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#version 430 core
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out vec4 FragColor;
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in vec2 texCoords;
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uniform sampler2D screenTexture;
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uniform bool horizontal;
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// How far from the center to take samples from the fragment you are currently on
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const int radius = 6;
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// Keep it between 1.0f and 2.0f (the higher this is the further the blur reaches)
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float spreadBlur = 2.0f;
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float weights[radius];
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void main()
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{
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// Calculate the weights using the Gaussian equation
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float x = 0.0f;
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for (int i = 0; i < radius; i++)
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{
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// Decides the distance between each sample on the Gaussian function
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if (spreadBlur <= 2.0f)
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x += 3.0f / radius;
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else
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x += 6.0f / radius;
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weights[i] = exp(-0.5f * pow(x / spreadBlur, 2.0f)) / (spreadBlur * sqrt(2 * 3.14159265f));
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}
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vec2 tex_offset = 1.0f / textureSize(screenTexture, 0);
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vec3 result = texture(screenTexture, texCoords).rgb * weights[0];
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// Calculate horizontal blur
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if(horizontal)
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{
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for(int i = 1; i < radius; i++)
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{
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// Take into account pixels to the right
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result += texture(screenTexture, texCoords + vec2(tex_offset.x * i, 0.0)).rgb * weights[i];
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// Take into account pixels on the left
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result += texture(screenTexture, texCoords - vec2(tex_offset.x * i, 0.0)).rgb * weights[i];
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}
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}
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// Calculate vertical blur
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else
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{
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for(int i = 1; i < radius; i++)
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{
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// Take into account pixels above
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result += texture(screenTexture, texCoords + vec2(0.0, tex_offset.y * i)).rgb * weights[i];
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// Take into account pixels below
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result += texture(screenTexture, texCoords - vec2(0.0, tex_offset.y * i)).rgb * weights[i];
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}
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}
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FragColor = vec4(result, 1.0f);
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}
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@ -1,6 +0,0 @@
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#version 430 core
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void main()
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{
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}
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@ -10,7 +10,8 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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vec4 textureColor;
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out vec4 outColor;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 bloomColor;
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vec3 outputColor;
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uniform sampler2D colorTexture;
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@ -35,4 +36,10 @@ void main()
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outputColor = toneMapping(outputColor);
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outColor = vec4(outputColor , 1.0);
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float brightness = dot(outColor.rgb, vec3(0.2126f, 0.7152f, 0.0722f));
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if(brightness > 0.15f)
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bloomColor = vec4(outColor.rgb, 1.0f);
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else
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bloomColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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@ -1,12 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 tc;
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uniform sampler2D depthMap;
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void main()
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{
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float depthValue = texture(depthMap, tc).r;
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FragColor = vec4(vec3(depthValue+0.5), 1.0);
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}
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@ -1,14 +0,0 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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out vec2 tc;
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void main()
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{
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tc = vertexTexCoord;
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gl_Position = vec4(vertexPosition*0.9, 1.0);
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}
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@ -48,8 +48,9 @@ namespace texture {
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GLuint program;
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GLuint programSun;
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GLuint programDepth;
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GLuint programBlur;
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GLuint programTex;
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GLuint programFramebuffer;
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Core::Shader_Loader shaderLoader;
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@ -65,14 +66,13 @@ GLuint VAO, VBO;
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float aspectRatio = 1.77f;
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unsigned int hdrFBO;
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unsigned int hdrFBO, depthMap, depthMapFBO;
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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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unsigned int blurFBO[2];
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unsigned int blurBuffer[2];
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int HDR_WIDTH = 1024;
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int HDR_HEIGHT = 1024;
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float gamma = 2.2f;
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int HDR_WIDTH = 1024, HDR_HEIGHT = 1024;
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glm::vec3 lightColor = glm::vec3(50, 50, 50);
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@ -115,7 +115,6 @@ glm::mat4 createCameraMatrix()
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glm::mat4 createPerspectiveMatrix()
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{
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glm::mat4 perspectiveMatrix;
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float n = 0.05f;
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float f = 20.f;
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@ -159,24 +158,29 @@ void initHDR() {
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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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void initBlurFBO() {
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glGenFramebuffers(2, blurFBO);
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glGenTextures(2, blurBuffer);
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, blurFBO[i]);
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glBindTexture(GL_TEXTURE_2D, blurBuffer[i]);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL
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);
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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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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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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blurBuffer[i], 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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glUseProgram(programTex);
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Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
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@ -186,7 +190,18 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui
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glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.z);
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glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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/* glUseProgram(programFramebuffer);
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glUniform1i(glGetUniformLocation(programFramebuffer, "screenTexture"), 0);
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glUniform1i(glGetUniformLocation(programFramebuffer, "bloomTexture"), 1);
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glUniform1f(glGetUniformLocation(programFramebuffer, "gamma"), gamma);
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glUseProgram(programBlur);
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glUniform1i(glGetUniformLocation(programBlur, "screenTexture"), 0);
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*/
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Core::DrawContext(context);
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glUseProgram(0);
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}
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@ -201,6 +216,43 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void drawObjectBloom(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, int amount, bool horizontal, bool first_iteration) {
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glUseProgram(programBlur);
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Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programBlur, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programBlur, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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for (unsigned int i = 0; i < amount; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, blurFBO[horizontal]);
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glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
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// In the first bounc we want to get the data from the bloomTexture
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if (first_iteration)
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{
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glBindTexture(GL_TEXTURE_2D, colorBuffers[1]);
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first_iteration = false;
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}
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// Move the data between the pingPong textures
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else
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{
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glBindTexture(GL_TEXTURE_2D, blurBuffer[!horizontal]);
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}
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// Render the image
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Core::DrawContext(context);
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// Switch between vertical and horizontal blurring
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horizontal = !horizontal;
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}
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glUseProgram(0);
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}
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/*
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void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
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glUseProgram(program);
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@ -247,62 +299,13 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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void renderScene(GLFWwindow* window)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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glClearColor(0.0f, 0.0f, 0.15f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 transformation;
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glEnable(GL_DEPTH_TEST);
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float time = glfwGetTime();
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/*
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glm::mat4 mercuryScale = glm::scale(glm::vec3(0.24));
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glm::mat4 mercuryRotate = glm::rotate(time * 0.24f, glm::vec3(0, 1, 0));
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glm::mat4 mercuryTranslate = glm::translate(glm::vec3(0, 0, -3));
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glm::mat4 venusScale = glm::scale(glm::vec3(0.55));
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glm::mat4 venusRotate = glm::rotate(time * 0.61f, glm::vec3(0, 1, 0));
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glm::mat4 venusTranslate = glm::translate(glm::vec3(0, 0, -5));
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glm::mat4 earthScale = glm::scale(glm::vec3(0.6));
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glm::mat4 earthRotate = glm::rotate(time, glm::vec3(0, 1, 0));
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glm::mat4 earthTranslate = glm::translate(glm::vec3(0, 0, -7));
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glm::mat4 moonScale = glm::scale(glm::vec3(0.2));
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glm::mat4 moonRotate = glm::rotate(time, glm::vec3(0, 1, 0));
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glm::mat4 moonTranslate = glm::translate(glm::vec3(0, 0, -2));
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glm::mat4 marsScale = glm::scale(glm::vec3(0.3));
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glm::mat4 marsRotate = glm::rotate(time * 1.8f, glm::vec3(0, 1, 0));
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glm::mat4 marsTranslate = glm::translate(glm::vec3(0, 0, -9));
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//glm::mat4 shipScale = glm::scale(glm::vec3(0.3));
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//glm::mat4 shipRotate = createShipMatrix();
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//glm::mat4 shipTranslate = glm::translate(shipPos);
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//glUseProgram(program);
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//glUniform3f(glGetUniformLocation(program, "lightDir"), 1.0, -1.0, 0.0);
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//glUniform3f(glGetUniformLocation(program, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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//glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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//glUniform3f(glGetUniformLocation(program, "lightPos"), 0.0, 0.0, 0.0);
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//glUseProgram(0);
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drawObjectColor(sphereContext, sunScale, glm::vec3(0.9, 0.9, 0.2)); //sun
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drawObjectTexture(sphereContext, mercuryRotate * mercuryTranslate * mercuryScale, texture::mercury); //mercury
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drawObjectTexture(sphereContext, venusRotate * venusTranslate * venusScale, texture::venus); //venus
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drawObjectTexture(sphereContext, earthRotate * earthTranslate * earthScale, texture::earth); //earth
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drawObjectTexture(sphereContext, earthRotate * earthTranslate * earthScale * moonRotate * moonTranslate * moonScale, texture::moon); //moon
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drawObjectTexture(sphereContext, marsRotate * marsTranslate * marsScale, texture::mars); //mars
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drawObjectTexture(shipContext, shipTranslate * shipRotate * shipScale, texture::ship); //ship
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*/
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//glUseProgram(programTex);
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//glUniform3f(glGetUniformLocation(programTex, "lightDir"), cameraDir.x, cameraDir.y, cameraDir.z);
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//glUseProgram(0);
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glUseProgram(programTex);
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glm::mat4 sunScale = glm::scale(glm::vec3(0.04f));
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glm::mat4 sunTranslate = glm::translate(sunPosition);
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@ -314,6 +317,12 @@ void renderScene(GLFWwindow* window)
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glm::mat4 planetTranslate = glm::translate(glm::vec3(0, 0, 0)); // zostaje na domyślnej pozycji
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drawObjectTexture(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth);
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/*
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glBindFramebuffer(hdrFBO, 0);
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glUseProgram(programBlur);
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drawObjectBloom(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth, 2, true, true);
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*/
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glfwSwapBuffers(window);
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}
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@ -343,10 +352,11 @@ void init(GLFWwindow* window)
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glEnable(GL_DEPTH_TEST);
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//initDepthMap();
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initHDR();
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initBlurFBO();
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programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
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programBlur = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_bloom.frag");
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programFramebuffer = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_FBO.frag");
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program = shaderLoader.CreateProgram("shaders/shader.vert", "shaders/shader.frag");
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programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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@ -411,8 +421,9 @@ void renderLoop(GLFWwindow* window) {
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while (!glfwWindowShouldClose(window))
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{
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/*glfwPollEvents();
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glfwPollEvents();
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/*
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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