void gfx::BloomProgram::Render(){ //Do brightpass ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_BrightPassShader); prog->Apply(); const int WORK_GROUP_SIZE = 32; GLuint WorkGroupSizeX = GLuint((m_Width + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE)); GLuint WorkGroupSizeY = GLuint((m_Height + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE)); prog->SetUniformTextureHandle("g_Image", m_TargetTex, 1); prog->SetUniformVec2("g_ScreenSize", glm::vec2(m_Width, m_Height)); prog->SetUniformFloat("g_Threshold", 0.4f); prog->SetUniformFloat("g_Smoothness", 0.8f); glBindImageTexture(0, m_BloomTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); glDispatchCompute(WorkGroupSizeX, WorkGroupSizeY, 1); //blur result m_BlurProgram->Render(); //add to final target prog = g_ShaderBank.GetProgramFromHandle(m_BloomShader); prog->Apply(); prog->SetUniformTextureHandle("g_BluredBloomTex", m_BlurProgram->GetBluredTexture(), 1); prog->SetUniformTextureHandle("g_ColorBuffer", m_TargetTex, 2); prog->SetUniformVec2("g_ScreenSize", glm::vec2(m_Width, m_Height)); glBindImageTexture(0, m_BloomTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); glDispatchCompute(WorkGroupSizeX, WorkGroupSizeY, 1); }
void TerrainDeformationProgram::Initialize(){ m_FrameBuffer = new FrameBuffer(); m_FrameBuffer->Init(); glGenTextures(1, &m_BrushTexture); glBindTexture(GL_TEXTURE_2D, m_BrushTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_BRUSH_RES, m_BRUSH_RES, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); //fill in brush m_BrushGenProgram = g_ShaderBank.LoadShaderProgram("../../../shader/BrushTexGenProgram.glsl"); ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_BrushGenProgram); prog->Apply(); prog->SetUniformFloat("hardness", 1.0f); glBindImageTexture(0, m_BrushTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); const int WORK_GROUP_SIZE = 32; GLuint WorkGroupSize = GLuint((m_BRUSH_RES + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE)); glDispatchCompute(WorkGroupSize, WorkGroupSize, 1); m_DrawProgram = g_ShaderBank.LoadShaderProgram("../../../shader/SpriteShader.glsl"); m_BrushTex = new Texture(); m_BrushTex->Init("../../../binasset/texture/brush.png", TEXTURE_COLOR); m_FilterProgram = g_ShaderBank.LoadShaderProgram("../../../shader/TerrainDeformFilter.glsl"); }
void gfx::LineRenderProgram::Draw() { glDisable( GL_DEPTH_TEST ); glLineWidth(4.0f); glEnable(GL_BLEND); ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_ProgramHandle); prog->Apply(); glm::mat4 vp = m_RenderJobManager->GetProj() * m_RenderJobManager->GetView(); prog->SetUniformMat4("vp", vp); rVector<Line>& lines = m_RenderJobManager->GetLines(); for(int i = 0; i < lines.size(); i++) { prog->SetUniformVec4("Color", lines[i].Color); prog->SetUniformVec3("pos1", lines[i].Origin); prog->SetUniformVec3("pos2", lines[i].Destination); prog->SetUniformFloat("animation", lines[i].AnimationProgres); if(lines[i].Dashed) { prog->SetUniformTextureHandle("Tex", m_DashedTexture, 0); } else { prog->SetUniformTextureHandle("Tex", m_Texture, 0); } glBindVertexArray( 0 ); glDrawArrays(GL_POINTS, 0, 1); } glUseProgram( 0 ); glEnable( GL_DEPTH_TEST ); glLineWidth(1.0f); glDisable(GL_BLEND); }