New Bloom Algorithm
This commit is contained in:
parent
239f40a93a
commit
9fc6c6f599
@ -92,9 +92,9 @@ DockSpace ID=0x11111111 Window=0x1BBC0F80 Pos=0,19 Size=1920,1158 Split=
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DockNode ID=0x00000008 Parent=0x00000002 SizeRef=606,559 Split=X Selected=0x9B5D3198
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DockNode ID=0x0000000B Parent=0x00000005 SizeRef=1283,306 Selected=0x9B5D3198
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DockNode ID=0x0000000B Parent=0x00000005 SizeRef=1283,306 HiddenTabBar=1 Selected=0x9B5D3198
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@ -1,2 +1,3 @@
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[COMPILE] g++ -std=c++20 -Wall -g -Isrc/include -Isrc/include/lua -Isrc/vendor -Isrc/vendor/imgui -Isrc/vendor/box2d -IC:/msys64/mingw64/include -IC:\msys64\mingw64\lib\libyaml-cpp.a -Isrc\vendor\imgui -MMD -MP -c src\src\Renderer.cpp -o src\build\Renderer.o
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[LINK] g++ src\build\Engine.o src\build\main.o src\build\Renderer.o src\build\Components\CameraComponent.o src\build\Components\LightComponent.o src\build\Components\PhysicsComponent.o src\build\Components\ScriptComponent.o src\build\Components\SpriteComponent.o src\build\Components\TextComonent.o src\build\Components\TilemapComponent.o src\build\Entitys\Object.o src\build\utils\EngineConfig.o src\build\utils\ExceptionHandler.o src\build\utils\FileDialog.o src\build\utils\GameObjectsList.o src\build\utils\Logging.o src\build\utils\Profiler.o src\build\utils\Shader.o src\build\utils\UID.o src\build\utils\utils.o src\build\lapi.o src\build\lauxlib.o src\build\lbaselib.o src\build\lcode.o src\build\lcorolib.o src\build\lctype.o src\build\ldblib.o src\build\ldebug.o src\build\ldo.o src\build\ldump.o src\build\lfunc.o src\build\lgc.o src\build\linit.o src\build\liolib.o src\build\llex.o src\build\lmathlib.o src\build\lmem.o src\build\loadlib.o src\build\lobject.o src\build\lopcodes.o src\build\loslib.o src\build\lparser.o src\build\lstate.o src\build\lstring.o src\build\lstrlib.o src\build\ltable.o src\build\ltablib.o src\build\ltm.o src\build\lua.o src\build\luac.o src\build\lundump.o src\build\lutf8lib.o src\build\lvm.o src\build\lzio.o src\build\imgui.o src\build\imgui_demo.o src\build\imgui_draw.o src\build\imgui_impl_glfw.o src\build\imgui_impl_opengl3.o src\build\imgui_tables.o src\build\imgui_widgets.o src\build\aabb.o src\build\arena_allocator.o src\build\array.o src\build\bitset.o src\build\body.o src\build\broad_phase.o src\build\constraint_graph.o src\build\contact.o src\build\contact_solver.o src\build\core.o src\build\distance.o src\build\distance_joint.o src\build\dynamic_tree.o src\build\geometry.o src\build\hull.o src\build\id_pool.o src\build\island.o src\build\joint.o src\build\manifold.o src\build\math_functions.o src\build\motor_joint.o src\build\mouse_joint.o src\build\mover.o src\build\prismatic_joint.o src\build\revolute_joint.o src\build\sensor.o src\build\shape.o src\build\solver.o src\build\solver_set.o src\build\table.o src\build\timer.o src\build\types.o src\build\weld_joint.o src\build\wheel_joint.o src\build\world.o -o src\build\app.exe -LC:\msys64\mingw64\lib -lglfw3 -lglew32 -lopengl32 -lgdi32 -lyaml-cpp -lcomdlg32 -lssl -lcrypto
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[RUN] Executed app.exe successfully.
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@ -1,6 +1,6 @@
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engine_version: 0.1.0
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scene_name: lighting_test_2
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scene_hash: f2105b58a0e6aed672541892cfc067be2cec4800ba5b5d780d0c035e9dc141a9
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scene_hash: c084720adfdfb7fefd6c0c6c1654d18bc2245da4d222165c332b57dcc8d78c12
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format_version: 1
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objects:
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- name: Tiles
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@ -115,7 +115,7 @@ objects:
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- name: Red
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uid: 6afde2dd47aa4557b6afb1a607c99dc8
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id: 13
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position: [841.838257, 558.36377]
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position: [1079.61902, 527.103088]
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rotation: 0
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layer: 2
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visable: true
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@ -133,7 +133,7 @@ objects:
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- name: Green
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uid: 0f950d76d24b4dc18f54cab2c3aaaf9a
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id: 14
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position: [1518.33362, 1099.0614]
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position: [1426.51587, 1320.61597]
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rotation: 0
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layer: 2
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visable: true
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@ -151,7 +151,7 @@ objects:
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- name: Blue
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uid: 09f722f51c7c4b0f98de3a0a16d127c4
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id: 15
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position: [711.828064, 1414.57483]
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position: [565.865173, 1224.28101]
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rotation: 0
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layer: 2
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visable: true
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@ -210,9 +210,9 @@ objects:
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primary: true
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children: []
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color_correction:
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brightness: 1
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saturation: 1
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gamma: 1
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brightness: 2
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saturation: 2
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gamma: 1.05999994
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bloom: true
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intensity: 1.20000005
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threshold: 0.200000003
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intensity: 1.21000004
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threshold: 0.25
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@ -0,0 +1,20 @@
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#version 330 core
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in vec2 vUV;
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out vec4 FragColor;
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uniform sampler2D uTex;
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uniform vec2 uDirection;
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const float weights[5] = float[](0.204164, 0.304005, 0.093913, 0.010381, 0.000336);
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void main() {
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vec3 result = texture(uTex, vUV).rgb * weights[0];
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for (int i = 1; i < 5; ++i) {
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vec2 offset = uDirection * float(i);
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result += texture(uTex, vUV + offset).rgb * weights[i];
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result += texture(uTex, vUV - offset).rgb * weights[i];
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}
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FragColor = vec4(result, 1.0);
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}
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14
src/assets/shaders/composite.frag
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14
src/assets/shaders/composite.frag
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@ -0,0 +1,14 @@
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#version 330 core
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in vec2 vUV;
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out vec4 FragColor;
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uniform sampler2D uScene;
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uniform sampler2D uBloom;
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uniform float uIntensity;
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void main() {
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vec3 sceneColor = texture(uScene, vUV).rgb;
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vec3 bloomColor = texture(uBloom, vUV).rgb * uIntensity;
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FragColor = vec4(sceneColor + bloomColor, 1.0);
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}
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10
src/assets/shaders/fullscreen.vert
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10
src/assets/shaders/fullscreen.vert
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@ -0,0 +1,10 @@
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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out vec2 vUV;
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void main() {
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vUV = aUV;
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gl_Position = vec4(aPos.xy, 0.0, 1.0);
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}
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@ -17,7 +17,16 @@
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static Shader spriteShader;
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static Shader unlitShader;
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static Shader bloomShader;
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static Shader tilemapShader;
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static Shader extractShader;
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static Shader blurShader;
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static Shader compositeShader;
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static GLuint extractFBO, extractTexture;
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static GLuint blurFBO_H, blurTexture_H;
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static GLuint blurFBO_V, blurTexture_V;
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static GLuint bloomFBO, bloomTexture;
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GLuint Renderer::fbo = 0;
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GLuint Renderer::textureColorBuffer = 0;
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@ -41,8 +50,6 @@ int Renderer::s_ClusterRows = 0;
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GLuint Renderer::bloomFBO = 0;
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GLuint Renderer::bloomTexture = 0;
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static Shader tilemapShader;
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void Renderer::InitQuad()
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{
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float vertices[] = {
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@ -93,23 +100,51 @@ void Renderer::Init()
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// Load lit shader
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// Core renderers
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spriteShader.LoadFromFile("src/assets/shaders/sprite.vert", "src/assets/shaders/sprite.frag");
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// Load unlit shader
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unlitShader.LoadFromFile("src/assets/shaders/unlit.vert", "src/assets/shaders/unlit.frag");
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tilemapShader.LoadFromFile("src/assets/shaders/tilemap.vert", "src/assets/shaders/tilemap.frag");
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bloomShader.LoadFromFile("src/assets/shaders/bloom.vert", "src/assets/shaders/bloom.frag");
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// Bloom pipeline
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extractShader.LoadFromFile("src/assets/shaders/fullscreen.vert", "src/assets/shaders/extract.frag");
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blurShader.LoadFromFile("src/assets/shaders/fullscreen.vert", "src/assets/shaders/blur.frag");
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compositeShader.LoadFromFile("src/assets/shaders/fullscreen.vert", "src/assets/shaders/composite.frag");
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SetColorCorrection(std::make_unique<ColorCorrection>());
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glGenBuffers(1, &s_ClusterSSBO);
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// Bloom textures and framebuffers
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glGenFramebuffers(1, &extractFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, extractFBO);
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glGenTextures(1, &extractTexture);
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glBindTexture(GL_TEXTURE_2D, extractTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, extractTexture, 0);
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glGenFramebuffers(1, &blurFBO_H);
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glBindFramebuffer(GL_FRAMEBUFFER, blurFBO_H);
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glGenTextures(1, &blurTexture_H);
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glBindTexture(GL_TEXTURE_2D, blurTexture_H);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blurTexture_H, 0);
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glGenFramebuffers(1, &blurFBO_V);
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glBindFramebuffer(GL_FRAMEBUFFER, blurFBO_V);
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glGenTextures(1, &blurTexture_V);
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glBindTexture(GL_TEXTURE_2D, blurTexture_V);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blurTexture_V, 0);
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// Final composite target
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glGenFramebuffers(1, &bloomFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, bloomFBO);
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// Allocate bloom FBO/texture once
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glGenFramebuffers(1, &bloomFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, bloomFBO);
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glGenTextures(1, &bloomTexture);
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glBindTexture(GL_TEXTURE_2D, bloomTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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@ -117,9 +152,6 @@ void Renderer::Init()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, bloomTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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Logger::LogError("Bloom framebuffer not complete!");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Create a 1x1 flat normal map (RGB: 128,128,255)
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@ -180,22 +212,29 @@ void Renderer::UpdateClusterLights()
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void Renderer::Resize(int w, int h)
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{
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if (w == width && h == height)
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return;
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width = w;
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height = h;
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// Resize all textures
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glBindTexture(GL_TEXTURE_2D, textureColorBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glBindTexture(GL_TEXTURE_2D, extractTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glBindTexture(GL_TEXTURE_2D, blurTexture_H);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glBindTexture(GL_TEXTURE_2D, blurTexture_V);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glBindTexture(GL_TEXTURE_2D, bloomTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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// Resize bloom texture if window changes
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glBindTexture(GL_TEXTURE_2D, bloomTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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}
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void Renderer::Begin()
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@ -527,49 +566,72 @@ void Renderer::DrawGizmoCircle(
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GLuint Renderer::GetFinalTexture()
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{
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PROFILE_SCOPE("Renderer::GetFinalTexture");
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GLuint inputTexture = GetRenderTexture();
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GLuint sceneTex = GetRenderTexture();
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if (!s_ColorCorrection->bloom)
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{
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return inputTexture;
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}
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if (!s_ColorCorrection || !s_ColorCorrection->bloom)
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return sceneTex;
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// Bind persistent FBO
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glBindFramebuffer(GL_FRAMEBUFFER, bloomFBO);
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// Setup and clear
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// 1. Extract bright regions
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glBindFramebuffer(GL_FRAMEBUFFER, extractFBO);
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glViewport(0, 0, width, height);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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// Bloom shader pass
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bloomShader.Use();
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bloomShader.SetInt("uTex", 0);
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bloomShader.SetVec2("uTexelSize", glm::vec2(1.0f / width, 1.0f / height));
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bloomShader.SetFloat("uThreshold", s_ColorCorrection->threshold);
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bloomShader.SetFloat("uIntensity", s_ColorCorrection->intensity);
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extractShader.Use();
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extractShader.SetInt("uScene", 0);
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extractShader.SetFloat("uThreshold", s_ColorCorrection->threshold);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, inputTexture);
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glBindTexture(GL_TEXTURE_2D, sceneTex);
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// 2. Horizontal blur
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glBindFramebuffer(GL_FRAMEBUFFER, blurFBO_H);
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glClear(GL_COLOR_BUFFER_BIT);
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blurShader.Use();
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blurShader.SetInt("uTex", 0);
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blurShader.SetVec2("uDirection", glm::vec2(1.0f / width, 0.0f));
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glBindTexture(GL_TEXTURE_2D, extractTexture);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// 3. Vertical blur
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glBindFramebuffer(GL_FRAMEBUFFER, blurFBO_V);
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glClear(GL_COLOR_BUFFER_BIT);
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blurShader.SetVec2("uDirection", glm::vec2(0.0f, 1.0f / height));
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glBindTexture(GL_TEXTURE_2D, blurTexture_H);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// 4. Final composite
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glBindFramebuffer(GL_FRAMEBUFFER, bloomFBO);
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glClear(GL_COLOR_BUFFER_BIT);
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compositeShader.Use();
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compositeShader.SetInt("uScene", 0);
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compositeShader.SetInt("uBloom", 1);
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compositeShader.SetFloat("uIntensity", s_ColorCorrection->intensity);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sceneTex);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, blurTexture_V);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return bloomTexture;
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}
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GLuint Renderer::GetRenderTexture()
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{
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return textureColorBuffer;
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Block a user