sun_noise #10
33
grk/cw 6/shaders/shaderBlur.frag
Normal file
33
grk/cw 6/shaders/shaderBlur.frag
Normal file
@ -0,0 +1,33 @@
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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 int count;
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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 < count; ++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
Normal file
11
grk/cw 6/shaders/shaderBlur.vert
Normal file
@ -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
Normal file
23
grk/cw 6/shaders/shader_bloom_final.frag
Normal file
@ -0,0 +1,23 @@
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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 = 1.5;
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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
Normal file
11
grk/cw 6/shaders/shader_bloom_final.vert
Normal file
@ -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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#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 AMBIENT = 0.05;
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float PI = 3.14159;
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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 vec3 worldPos;
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in vec2 vtc;
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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 viewDirTS;
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in vec3 lightDirTS;
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in vec3 lightDirTS;
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@ -200,6 +203,8 @@ void main()
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//sun
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//sun
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
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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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vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
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vec3 finalColor = pbrColor;
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vec3 finalColor = pbrColor;
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@ -210,5 +215,13 @@ void main()
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finalColor = mix(pbrColor, noiseColor, noiseColor.r);
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finalColor = mix(pbrColor, noiseColor, noiseColor.r);
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}
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}
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 0.2)
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BrightColor = vec4(finalColor, 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(finalColor, 1.0);
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outColor = vec4(finalColor, 1.0);
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}
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}
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@ -1,14 +1,26 @@
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#version 430 core
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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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uniform samplerCube skybox;
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uniform samplerCube skybox;
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uniform vec3 lightColor;
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uniform vec3 lightColor;
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in vec3 texCoord;
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in vec3 texCoord;
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out vec4 out_color;
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//out vec4 out_color;
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void main()
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void main()
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{
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{
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vec4 textureColor = texture(skybox, texCoord);
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vec4 textureColor = texture(skybox, texCoord);
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out_color = vec4(vec3(textureColor) * lightColor * 0.35f, 1.0f);
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vec3 finalColor = vec3(textureColor) * lightColor * 0.35f;
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 0.2)
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BrightColor = vec4(finalColor, 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(finalColor, 1.0);
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}
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}
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@ -1,4 +1,6 @@
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#version 430 core
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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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uniform vec3 lightPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 lightColor;
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@ -13,7 +15,7 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 worldPos;
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in vec2 vtc;
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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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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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@ -118,8 +120,14 @@ void main()
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vec3 toneMappedColor = toneMapping(mixedTexture * distance);
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vec3 toneMappedColor = toneMapping(mixedTexture * distance);
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//gamma correction
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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vec3 finalColor = toneMappedColor * lightColor * 0.2f;
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vec3 textureToned = toneMappedColor * lightColor * 0.2f;
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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outColor = vec4(textureToned, 1.0);
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if(brightness > 0.2)
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BrightColor = vec4(finalColor, 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(finalColor, 1.0);
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}
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}
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@ -1,5 +1,8 @@
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#version 430 core
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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 AMBIENT = 0.05;
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float PI = 3.14159;
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float PI = 3.14159;
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@ -23,7 +26,7 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 worldPos;
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in vec2 vtc;
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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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vec3 toneMapping(vec3 color)
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vec3 toneMapping(vec3 color)
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{
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{
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@ -124,5 +127,13 @@ void main()
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finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
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finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
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}
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}
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 0.2)
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BrightColor = vec4(finalColor, 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(finalColor, 1.0);
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outColor = vec4(finalColor, 1.0);
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}
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}
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@ -13,11 +13,15 @@
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#include <string>
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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 programTex;
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GLuint programPbr;
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GLuint programPbr;
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GLuint programSun;
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GLuint programSun;
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GLuint programSkyBox;
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GLuint programSkyBox;
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GLuint programBloomFinal;
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GLuint programBlur;
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Core::Shader_Loader shaderLoader;
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Core::Shader_Loader shaderLoader;
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@ -65,11 +69,19 @@ float aspectRatio = 1.77f;
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unsigned int hdrFBO;
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unsigned int hdrFBO;
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unsigned int colorBuffers[2];
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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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unsigned int rboDepth;
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int HDR_HEIGHT = 1024;
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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 bloom_exposure = 1.f;
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int blur_count = 1;
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float lightPower = 8.f;
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float lightPower = 8.f;
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glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
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glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
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@ -116,44 +128,97 @@ glm::mat4 createPerspectiveMatrix() {
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return perspectiveMatrix;
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return perspectiveMatrix;
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}
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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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glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT);
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glGenFramebuffers(1, &hdrFBO);
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glGenFramebuffers(1, &hdrFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, 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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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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glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F,
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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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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_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_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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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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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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|
}
|
||||||
|
|
||||||
|
void initRBO(GLFWwindow* window) {
|
||||||
|
|
||||||
|
glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT);
|
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|
glGenRenderbuffers(1, &rboDepth);
|
||||||
|
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);
|
||||||
|
// 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 };
|
unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
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glDrawBuffers(2, attachments);
|
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);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void initDepthMap() {
|
void blurPingPong(GLFWwindow* window) {
|
||||||
glGenFramebuffers(1, &depthMapFBO);
|
glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT);
|
||||||
glGenTextures(1, &depthMap);
|
glGenFramebuffers(2, pingpongFBO);
|
||||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
glGenTextures(2, pingpongColorbuffers);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
|
for (unsigned int i = 0; i < 2; i++)
|
||||||
HDR_WIDTH, HDR_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
{
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
|
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!
|
||||||
glDrawBuffer(GL_NONE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
glReadBuffer(GL_NONE);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 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) {
|
void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
|
||||||
@ -247,11 +312,42 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
|
|||||||
glUseProgram(0);
|
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) {
|
void renderScene(GLFWwindow* window) {
|
||||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
float time = glfwGetTime();
|
float time = glfwGetTime();
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
//rysowanie planety
|
//rysowanie planety
|
||||||
glm::mat4 planetScale = glm::scale(glm::vec3(planetSize));
|
glm::mat4 planetScale = glm::scale(glm::vec3(planetSize));
|
||||||
glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
|
glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
|
||||||
@ -276,11 +372,19 @@ void renderScene(GLFWwindow* window) {
|
|||||||
|
|
||||||
drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex);
|
drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
drawPlanetBlur();
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
}
|
}
|
||||||
|
|
||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||||
aspectRatio = float(width) / float(height);
|
aspectRatio = float(width) / float(height);
|
||||||
|
|
||||||
|
initHDR(window);
|
||||||
|
initRBO(window);
|
||||||
|
blurPingPong(window);
|
||||||
glViewport(0, 0, width, height);
|
glViewport(0, 0, width, height);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -317,6 +421,13 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
|||||||
//typ światła
|
//typ światła
|
||||||
if (key == GLFW_KEY_P && action == GLFW_PRESS)
|
if (key == GLFW_KEY_P && action == GLFW_PRESS)
|
||||||
lightingCheck = !lightingCheck;
|
lightingCheck = !lightingCheck;
|
||||||
|
|
||||||
|
if (key == GLFW_KEY_M && action == GLFW_PRESS) {
|
||||||
|
blur_count++;
|
||||||
|
if (blur_count > 5)
|
||||||
|
blur_count = 1;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//obsluga wejscia
|
//obsluga wejscia
|
||||||
@ -410,12 +521,11 @@ void processInput(GLFWwindow* window)
|
|||||||
|
|
||||||
void init(GLFWwindow* window) {
|
void init(GLFWwindow* window) {
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
initHDR(window);
|
||||||
|
initRBO(window);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
//glDisable(GL_DEPTH_TEST);
|
//glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
//initDepthMap();
|
|
||||||
//initHDR();
|
|
||||||
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
glfwSetKeyCallback(window, key_callback);
|
||||||
|
|
||||||
@ -423,6 +533,8 @@ void init(GLFWwindow* window) {
|
|||||||
programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
|
programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
|
||||||
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
||||||
programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.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/sphere.obj", sphereContext);
|
||||||
loadModelToContext("./models/cube.obj", cubeContext);
|
loadModelToContext("./models/cube.obj", cubeContext);
|
||||||
@ -431,6 +543,10 @@ void init(GLFWwindow* window) {
|
|||||||
sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
|
sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
|
||||||
|
|
||||||
skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
|
skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
|
||||||
|
|
||||||
|
blurPingPong(window);
|
||||||
|
|
||||||
|
shaderBloomConfig();
|
||||||
}
|
}
|
||||||
|
|
||||||
void shutdown(GLFWwindow* window) {
|
void shutdown(GLFWwindow* window) {
|
||||||
|
Loading…
Reference in New Issue
Block a user