質問編集履歴
9
文章を修正
test
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opengl
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opengl bloomの描画手順が正しいのか知りたい。
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提示コードですが
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提示コードですがbloom効果を実装したいのですが画面に何も表示されず困っています。bloomの描画手順ですが以下の説明で正しいのでしょうか?
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#####
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##### 描画手順
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カメラの初期座標は0,0,10です。向きは-1です。
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スプライトの座標は0,0です。
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スプライトの頂点の法線向きはすべて0,0,1 です。
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シェーダーでは二次元の座標を渡して三次元目は-1にしています。
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全てのシェーダーに頂点情報を設定
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他の物が影響している可能性があるためループ部を短縮化
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シ
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1,シーンを描画して一つは普通の描画結果で、二つ目は輝度を取得するカラーバッファを作る
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2,bloomブラーを付ける
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3,ブラーを付けたカラーバッファを最後に描画するカラーバッファにつける。
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Draw_setBlur()関数でbloomを描画
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Draw_Final()関数でカラーバッファを描画
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Github: [https://github.com/Shigurechan/AAEditor](https://github.com/Shigurechan/AAEditor)
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参考サイト: [https://learnopengl.com/Advanced-Lighting/Bloom](https://learnopengl.com/Advanced-Lighting/Bloom)
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##### 描画ループ
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```cpp
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// ##################################### 初期化 #####################################
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FrameWork::Camera::Camera()
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{
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//カラーバッファ
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glGenFramebuffers(1, &hdrFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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// create 2 floating point color buffers (1 for normal rendering, other for brightness threshold values)
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glGenTextures(2, colorBuffers);
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// 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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}
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//描画行列
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position = glm::vec3(0,0,1); //座標
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vecLook = glm::vec3(0,0,-1); //向き(視線)
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view = glm::lookAt(glm::vec3(position.x, position.y, position.z), vecLook, glm::vec3(0, 1, 0)); //ビュー行列
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projection = glm::perspective(glm::radians(90.0f), 4.0f / 3.0f, 0.1f, 10000.0f); //透視射形行列
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sprite.InputTexture(FrameWork::LoadTexture("texture/texture_3.png"));
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glGenFramebuffers(2, pingpongFBO);
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glGenTextures(2, pingpongColorbuffers);
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
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// also check if framebuffers are complete (no need for depth buffer)
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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}
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}
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void FrameWork::Camera::Renderer()
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST); //深度バッファを有効
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glDepthFunc(GL_LEQUAL); //深度バッファタイプ
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glEnable(GL_CULL_FACE); //カリングを有効
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glCullFace(GL_BACK); //裏面を無効
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glClear(GL_DEPTH_BUFFER_BIT);
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//深度バッファレンダリング
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for(std::vector<std::shared_ptr<Actor>>::iterator itr = actor.begin(); itr != actor.end(); itr++)
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{
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(*itr)->Renderer_DepthOnly(getViewProjection());
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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// sprite.Draw_setBloom(getViewProjection_2D(), glm::vec2(0, 0), 0, 0.0f, glm::vec2(1.0f, 1.0f), glm::vec2(0, 0), glm::vec2(100, 100));
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sprite.Draw_Light(getViewProjection(), glm::vec2(0, 0), 0, 0.0f, glm::vec2(1.0f, 1.0f), glm::vec2(0, 0), glm::vec2(100, 100));
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sprite.Draw_setBloom(getViewProjection(), glm::vec2(0, 0), 0, 0.0f, glm::vec2(1.0f, 1.0f), glm::vec2(0, 0), glm::vec2(100, 100));
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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sprite.Draw_setBlur(quadVAO,quadVBO, colorBuffers[1],pingpongColorbuffers,pingpongFBO);
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//ImGui
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glBindFramebuffer(GL_READ_FRAMEBUFFER, colorBuffers[0]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, hdrFBO);
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glBlitFramebuffer(0, 0, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0, 0, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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sprite.Draw_Final(colorBuffers[0], pingpongColorbuffers);
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shaderFrameBuffer->setEnable();
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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shaderFrameBuffer->setDisable();
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D,0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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actor.clear();
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shadowActor.clear();
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}
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```
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##### Sprite
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```
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void FrameWork::
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void FrameWork::D2::Sprite::Draw_setBloom(glm::mat4 projection,glm::vec2 pos, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end)
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startSize = start; //テクスチャ始点
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endSize = end; //テクスチャ終点
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setAttribute();
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setNormal();
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shaderBloom.setEnable();
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexAttribute) * vertex->size(), vertex->data());
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setNormal();
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320
|
+
|
321
|
+
setAttribute();
|
322
|
+
|
323
|
+
glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
|
324
|
+
|
325
|
+
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
326
|
+
|
327
|
+
|
328
|
+
|
329
|
+
|
330
|
+
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|
+
//Transform
|
332
|
+
|
333
|
+
setPosition(pos); //座標
|
334
|
+
|
335
|
+
setScale(s + glm::vec2(end - start)); //スケール
|
336
|
+
|
337
|
+
setRotate(r); //回転
|
338
|
+
|
339
|
+
|
340
|
+
|
341
|
+
shaderBloom.setUniform3f("viewPos", glm::vec3(0, 0, 10));
|
342
|
+
|
343
|
+
shaderBloom.setUniform3f("light.Position", glm::vec3(0, 0, 1.0f));
|
344
|
+
|
345
|
+
shaderBloom.setUniform3f("light.Color",glm::vec3(0,1,0));
|
346
|
+
|
347
|
+
|
348
|
+
|
349
|
+
//描画
|
350
|
+
|
351
|
+
shaderBloom.setUniformMatrix4fv("uTranslate", getMatTranslation());
|
352
|
+
|
353
|
+
shaderBloom.setUniformMatrix4fv("uRotate", getMatRotate());
|
354
|
+
|
355
|
+
shaderBloom.setUniformMatrix4fv("uScale", getMatScale());
|
356
|
+
|
357
|
+
shaderBloom.setUniformMatrix4fv("uViewProjection", projection);
|
358
|
+
|
359
|
+
|
360
|
+
|
361
|
+
glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
362
|
+
|
363
|
+
|
364
|
+
|
365
|
+
|
366
|
+
|
367
|
+
shaderBloom.setDisable();
|
368
|
+
|
369
|
+
glBindTexture(GL_TEXTURE_2D, 0); //テクスチャバインド
|
370
|
+
|
371
|
+
glBindVertexArray(0);
|
372
|
+
|
373
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
374
|
+
|
375
|
+
|
376
|
+
|
377
|
+
|
378
|
+
|
379
|
+
}
|
380
|
+
|
381
|
+
|
382
|
+
|
383
|
+
void FrameWork::D2::Sprite::Draw_Light(glm::mat4 projection, glm::vec2 pos, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end)
|
384
|
+
|
385
|
+
{
|
386
|
+
|
387
|
+
|
388
|
+
|
389
|
+
startSize = start; //テクスチャ始点
|
390
|
+
|
391
|
+
endSize = end; //テクスチャ終点
|
392
|
+
|
393
|
+
|
394
|
+
|
395
|
+
setAttribute();
|
396
|
+
|
397
|
+
setNormal();
|
398
|
+
|
399
|
+
|
400
|
+
|
401
|
+
shaderLight.setEnable();
|
402
|
+
|
403
|
+
glBindVertexArray(vao);
|
404
|
+
|
405
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
406
|
+
|
407
|
+
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexAttribute) * vertex->size(), vertex->data());
|
408
|
+
|
409
|
+
|
410
|
+
|
411
|
+
setNormal();
|
412
|
+
|
413
|
+
setAttribute();
|
414
|
+
|
415
|
+
//glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
|
416
|
+
|
417
|
+
//glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
418
|
+
|
419
|
+
|
420
|
+
|
421
|
+
|
422
|
+
|
423
|
+
//Transform
|
424
|
+
|
425
|
+
setPosition(pos); //座標
|
426
|
+
|
427
|
+
setScale(s + glm::vec2(end - start)); //スケール
|
428
|
+
|
429
|
+
setRotate(r); //回転
|
430
|
+
|
431
|
+
|
432
|
+
|
433
|
+
shaderLight.setUniform3f("lightColor", glm::vec3(0, 1, 0));
|
434
|
+
|
435
|
+
|
436
|
+
|
437
|
+
//描画
|
438
|
+
|
439
|
+
shaderLight.setUniformMatrix4fv("uTranslate", getMatTranslation());
|
440
|
+
|
441
|
+
shaderLight.setUniformMatrix4fv("uRotate", getMatRotate());
|
442
|
+
|
443
|
+
shaderLight.setUniformMatrix4fv("uScale", getMatScale());
|
444
|
+
|
445
|
+
shaderLight.setUniformMatrix4fv("uViewProjection", projection);
|
446
|
+
|
447
|
+
|
448
|
+
|
449
|
+
glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
450
|
+
|
451
|
+
|
452
|
+
|
453
|
+
|
454
|
+
|
455
|
+
shaderLight.setDisable();
|
456
|
+
|
457
|
+
//glBindTexture(GL_TEXTURE_2D, 0); //テクスチャバインド
|
458
|
+
|
459
|
+
glBindVertexArray(0);
|
460
|
+
|
461
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
462
|
+
|
463
|
+
|
464
|
+
|
465
|
+
|
466
|
+
|
467
|
+
}
|
468
|
+
|
469
|
+
|
470
|
+
|
471
|
+
|
472
|
+
|
473
|
+
|
474
|
+
|
475
|
+
|
476
|
+
|
477
|
+
void FrameWork::D2::Sprite::Draw_setBlur(const GLuint quadVAO, const GLuint quadVBO,const GLint frameBuffer_Luminance, GLuint pingpongColorbuffers[2], GLuint pingpongFBO[2])
|
478
|
+
|
479
|
+
{
|
480
|
+
|
481
|
+
horizontal = true;
|
482
|
+
|
483
|
+
bool first_iteration = true;
|
484
|
+
|
485
|
+
unsigned int amount = 10;
|
486
|
+
|
487
|
+
shaderBloomBlur.setEnable();
|
488
|
+
|
489
|
+
|
490
|
+
|
491
|
+
for (unsigned int i = 0; i < amount; i++)
|
492
|
+
|
493
|
+
{
|
494
|
+
|
495
|
+
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
496
|
+
|
497
|
+
shaderBloomBlur.setUniform1i("horizontal", horizontal);
|
498
|
+
|
499
|
+
glBindTexture(GL_TEXTURE_2D, first_iteration ? frameBuffer_Luminance : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
|
500
|
+
|
501
|
+
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
502
|
+
|
503
|
+
|
504
|
+
|
505
|
+
|
506
|
+
|
507
|
+
|
508
|
+
|
509
|
+
glBindVertexArray(quadVAO);
|
510
|
+
|
511
|
+
glBindBuffer(GL_ARRAY_BUFFER,quadVBO);
|
512
|
+
|
513
|
+
|
514
|
+
|
515
|
+
setAttribute(); //頂点属性 設定
|
516
|
+
|
517
|
+
|
518
|
+
|
519
|
+
|
520
|
+
|
521
|
+
//glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
522
|
+
|
523
|
+
|
524
|
+
|
525
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
526
|
+
|
527
|
+
|
528
|
+
|
529
|
+
//バインド解除
|
530
|
+
|
531
|
+
glBindVertexArray(0);
|
532
|
+
|
533
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
534
|
+
|
535
|
+
glBindTexture(GL_TEXTURE_2D, 0);
|
536
|
+
|
537
|
+
|
538
|
+
|
539
|
+
|
540
|
+
|
541
|
+
|
542
|
+
|
543
|
+
|
544
|
+
|
545
|
+
horizontal = !horizontal;
|
546
|
+
|
547
|
+
if (first_iteration)
|
548
|
+
|
549
|
+
first_iteration = false;
|
550
|
+
|
551
|
+
}
|
552
|
+
|
553
|
+
shaderBloomBlur.setDisable();
|
554
|
+
|
555
|
+
}
|
556
|
+
|
557
|
+
|
558
|
+
|
559
|
+
void FrameWork::D2::Sprite::Draw_Final(GLuint frameBuffer, GLuint pingpongColorbuffers[2])
|
560
|
+
|
561
|
+
{
|
562
|
+
|
563
|
+
shaderBloomFinal.setEnable();
|
564
|
+
|
565
|
+
glBindVertexArray(vao);
|
566
|
+
|
567
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
568
|
+
|
569
|
+
|
146
570
|
|
147
571
|
glActiveTexture(GL_TEXTURE0);
|
148
572
|
|
149
|
-
glBindTexture(GL_TEXTURE_2D,
|
573
|
+
glBindTexture(GL_TEXTURE_2D, frameBuffer);
|
574
|
+
|
575
|
+
glActiveTexture(GL_TEXTURE1);
|
576
|
+
|
577
|
+
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[horizontal]);
|
578
|
+
|
579
|
+
shaderBloomFinal.setUniform1i("bloom", true);
|
580
|
+
|
581
|
+
shaderBloomFinal.setUniform1f("exposure", 1.0f);
|
582
|
+
|
583
|
+
|
150
584
|
|
151
585
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
152
586
|
|
153
|
-
shaderFrameBuffer->setDisable();
|
154
|
-
|
155
587
|
|
156
588
|
|
157
589
|
glBindVertexArray(0);
|
158
590
|
|
159
|
-
glBindTexture(GL_TEXTURE_2D,0);
|
160
|
-
|
161
|
-
glBind
|
591
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
592
|
+
|
593
|
+
|
594
|
+
|
162
|
-
|
595
|
+
shaderBloomFinal.setDisable();
|
163
|
-
|
164
|
-
|
165
|
-
|
166
|
-
|
167
|
-
|
596
|
+
|
597
|
+
|
168
598
|
|
169
599
|
}
|
170
600
|
|
171
601
|
|
172
602
|
|
173
|
-
|
174
|
-
|
175
603
|
```
|
176
|
-
|
177
|
-
|
178
|
-
|
179
|
-
##### Sprite
|
180
|
-
|
181
|
-
```
|
182
|
-
|
183
|
-
|
184
|
-
|
185
|
-
|
186
|
-
|
187
|
-
void FrameWork::D2::Sprite::Draw_setBloom(glm::mat4 projection,glm::vec2 pos, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end)
|
188
|
-
|
189
|
-
{
|
190
|
-
|
191
|
-
|
192
|
-
|
193
|
-
startSize = start; //テクスチャ始点
|
194
|
-
|
195
|
-
endSize = end; //テクスチャ終点
|
196
|
-
|
197
|
-
|
198
|
-
|
199
|
-
setAttribute();
|
200
|
-
|
201
|
-
setNormal();
|
202
|
-
|
203
|
-
|
204
|
-
|
205
|
-
shaderBloom.setEnable();
|
206
|
-
|
207
|
-
glBindVertexArray(vao);
|
208
|
-
|
209
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
210
|
-
|
211
|
-
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexAttribute) * vertex->size(), vertex->data());
|
212
|
-
|
213
|
-
|
214
|
-
|
215
|
-
setNormal();
|
216
|
-
|
217
|
-
setAttribute();
|
218
|
-
|
219
|
-
glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
|
220
|
-
|
221
|
-
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
222
|
-
|
223
|
-
|
224
|
-
|
225
|
-
|
226
|
-
|
227
|
-
//Transform
|
228
|
-
|
229
|
-
setPosition(pos); //座標
|
230
|
-
|
231
|
-
setScale(s + glm::vec2(end - start)); //スケール
|
232
|
-
|
233
|
-
setRotate(r); //回転
|
234
|
-
|
235
|
-
|
236
|
-
|
237
|
-
shaderBloom.setUniform3f("viewPos", glm::vec3(0, 0, 10));
|
238
|
-
|
239
|
-
shaderBloom.setUniform3f("light.Position", glm::vec3(0, 0, 1.0f));
|
240
|
-
|
241
|
-
shaderBloom.setUniform3f("light.Color",glm::vec3(0,1,0));
|
242
|
-
|
243
|
-
|
244
|
-
|
245
|
-
//描画
|
246
|
-
|
247
|
-
shaderBloom.setUniformMatrix4fv("uTranslate", getMatTranslation());
|
248
|
-
|
249
|
-
shaderBloom.setUniformMatrix4fv("uRotate", getMatRotate());
|
250
|
-
|
251
|
-
shaderBloom.setUniformMatrix4fv("uScale", getMatScale());
|
252
|
-
|
253
|
-
shaderBloom.setUniformMatrix4fv("uViewProjection", projection);
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
258
|
-
|
259
|
-
|
260
|
-
|
261
|
-
|
262
|
-
|
263
|
-
shaderBloom.setDisable();
|
264
|
-
|
265
|
-
glBindTexture(GL_TEXTURE_2D, 0); //テクスチャバインド
|
266
|
-
|
267
|
-
glBindVertexArray(0);
|
268
|
-
|
269
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
270
|
-
|
271
|
-
|
272
|
-
|
273
|
-
|
274
|
-
|
275
|
-
}
|
276
|
-
|
277
|
-
|
278
|
-
|
279
|
-
void FrameWork::D2::Sprite::Draw_setBlur(const GLuint quadVAO, const GLuint quadVBO,const GLint frameBuffer_Luminance, GLuint pingpongColorbuffers[2], GLuint pingpongFBO[2])
|
280
|
-
|
281
|
-
{
|
282
|
-
|
283
|
-
horizontal = true;
|
284
|
-
|
285
|
-
bool first_iteration = true;
|
286
|
-
|
287
|
-
unsigned int amount = 10;
|
288
|
-
|
289
|
-
shaderBloomBlur.setEnable();
|
290
|
-
|
291
|
-
|
292
|
-
|
293
|
-
for (unsigned int i = 0; i < amount; i++)
|
294
|
-
|
295
|
-
{
|
296
|
-
|
297
|
-
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
298
|
-
|
299
|
-
shaderBloomBlur.setUniform1i("horizontal", horizontal);
|
300
|
-
|
301
|
-
glBindTexture(GL_TEXTURE_2D, first_iteration ? frameBuffer_Luminance : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
|
302
|
-
|
303
|
-
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
304
|
-
|
305
|
-
|
306
|
-
|
307
|
-
|
308
|
-
|
309
|
-
|
310
|
-
|
311
|
-
glBindVertexArray(quadVAO);
|
312
|
-
|
313
|
-
glBindBuffer(GL_ARRAY_BUFFER,quadVBO);
|
314
|
-
|
315
|
-
|
316
|
-
|
317
|
-
setAttribute(); //頂点属性 設定
|
318
|
-
|
319
|
-
|
320
|
-
|
321
|
-
|
322
|
-
|
323
|
-
//glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
324
|
-
|
325
|
-
|
326
|
-
|
327
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
328
|
-
|
329
|
-
|
330
|
-
|
331
|
-
//バインド解除
|
332
|
-
|
333
|
-
glBindVertexArray(0);
|
334
|
-
|
335
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
336
|
-
|
337
|
-
glBindTexture(GL_TEXTURE_2D, 0);
|
338
|
-
|
339
|
-
|
340
|
-
|
341
|
-
|
342
|
-
|
343
|
-
|
344
|
-
|
345
|
-
|
346
|
-
|
347
|
-
horizontal = !horizontal;
|
348
|
-
|
349
|
-
if (first_iteration)
|
350
|
-
|
351
|
-
first_iteration = false;
|
352
|
-
|
353
|
-
}
|
354
|
-
|
355
|
-
shaderBloomBlur.setDisable();
|
356
|
-
|
357
|
-
}
|
358
|
-
|
359
|
-
|
360
|
-
|
361
|
-
void FrameWork::D2::Sprite::Draw_Final(GLuint frameBuffer, GLuint pingpongColorbuffers[2])
|
362
|
-
|
363
|
-
{
|
364
|
-
|
365
|
-
shaderBloomFinal.setEnable();
|
366
|
-
|
367
|
-
glBindVertexArray(vao);
|
368
|
-
|
369
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
370
|
-
|
371
|
-
|
372
|
-
|
373
|
-
glActiveTexture(GL_TEXTURE0);
|
374
|
-
|
375
|
-
glBindTexture(GL_TEXTURE_2D, frameBuffer);
|
376
|
-
|
377
|
-
glActiveTexture(GL_TEXTURE1);
|
378
|
-
|
379
|
-
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[horizontal]);
|
380
|
-
|
381
|
-
shaderBloomFinal.setUniform1i("bloom", true);
|
382
|
-
|
383
|
-
shaderBloomFinal.setUniform1f("exposure", 1.0f);
|
384
|
-
|
385
|
-
|
386
|
-
|
387
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
388
|
-
|
389
|
-
|
390
|
-
|
391
|
-
glBindVertexArray(0);
|
392
|
-
|
393
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
394
|
-
|
395
|
-
|
396
|
-
|
397
|
-
shaderBloomFinal.setDisable();
|
398
|
-
|
399
|
-
|
400
|
-
|
401
|
-
}
|
402
|
-
|
403
|
-
|
404
|
-
|
405
|
-
|
406
|
-
|
407
|
-
|
408
|
-
|
409
|
-
```
|
410
|
-
|
411
|
-
|
412
|
-
|
413
|
-
##### Bloomシェーダー
|
414
|
-
|
415
|
-
```vert
|
416
|
-
|
417
|
-
#version 330 core
|
418
|
-
|
419
|
-
|
420
|
-
|
421
|
-
|
422
|
-
|
423
|
-
layout(location = 0) in vec2 vertexPosition;
|
424
|
-
|
425
|
-
layout(location = 1) in vec2 vertexUV;
|
426
|
-
|
427
|
-
layout(location = 2) in vec3 vertexNormal;
|
428
|
-
|
429
|
-
|
430
|
-
|
431
|
-
out VS_OUT {
|
432
|
-
|
433
|
-
vec3 FragPos;
|
434
|
-
|
435
|
-
vec3 Normal;
|
436
|
-
|
437
|
-
vec2 TexCoords;
|
438
|
-
|
439
|
-
} vs_out;
|
440
|
-
|
441
|
-
|
442
|
-
|
443
|
-
uniform mat4 uTranslate;
|
444
|
-
|
445
|
-
uniform mat4 uRotate;
|
446
|
-
|
447
|
-
uniform mat4 uScale;
|
448
|
-
|
449
|
-
uniform mat4 uViewProjection;
|
450
|
-
|
451
|
-
|
452
|
-
|
453
|
-
void main()
|
454
|
-
|
455
|
-
{
|
456
|
-
|
457
|
-
mat4 model = uTranslate * uRotate * uScale;
|
458
|
-
|
459
|
-
|
460
|
-
|
461
|
-
vs_out.FragPos = vec3(model * vec4(vertexPosition,-1.0, 1.0));
|
462
|
-
|
463
|
-
vs_out.TexCoords = vertexUV;
|
464
|
-
|
465
|
-
|
466
|
-
|
467
|
-
mat3 normalMatrix = transpose(inverse(mat3(model)));
|
468
|
-
|
469
|
-
vs_out.Normal = normalize(normalMatrix * vertexNormal);
|
470
|
-
|
471
|
-
|
472
|
-
|
473
|
-
//gl_Position = projection * view * model * vec4(aPos, 1.0);
|
474
|
-
|
475
|
-
|
476
|
-
|
477
|
-
gl_Position = (uViewProjection * model) * vec4(vertexPosition,-1.0, 1.0);
|
478
|
-
|
479
|
-
|
480
|
-
|
481
|
-
}
|
482
|
-
|
483
|
-
```
|
484
|
-
|
485
|
-
|
486
|
-
|
487
|
-
```frag
|
488
|
-
|
489
|
-
#version 330 core
|
490
|
-
|
491
|
-
layout (location = 0) out vec4 FragColor;
|
492
|
-
|
493
|
-
layout (location = 1) out vec4 BrightColor;
|
494
|
-
|
495
|
-
|
496
|
-
|
497
|
-
in VS_OUT {
|
498
|
-
|
499
|
-
vec3 FragPos;
|
500
|
-
|
501
|
-
vec3 Normal;
|
502
|
-
|
503
|
-
vec2 TexCoords;
|
504
|
-
|
505
|
-
} fs_in;
|
506
|
-
|
507
|
-
|
508
|
-
|
509
|
-
struct Light {
|
510
|
-
|
511
|
-
vec3 Position;
|
512
|
-
|
513
|
-
vec3 Color;
|
514
|
-
|
515
|
-
};
|
516
|
-
|
517
|
-
|
518
|
-
|
519
|
-
uniform Light light;
|
520
|
-
|
521
|
-
uniform sampler2D diffuseTexture;
|
522
|
-
|
523
|
-
uniform vec3 viewPos;
|
524
|
-
|
525
|
-
|
526
|
-
|
527
|
-
void main()
|
528
|
-
|
529
|
-
{
|
530
|
-
|
531
|
-
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
532
|
-
|
533
|
-
vec3 normal = normalize(fs_in.Normal);
|
534
|
-
|
535
|
-
// ambient
|
536
|
-
|
537
|
-
vec3 ambient = 0.0 * color;
|
538
|
-
|
539
|
-
// lighting
|
540
|
-
|
541
|
-
vec3 lighting = vec3(0.0);
|
542
|
-
|
543
|
-
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
|
544
|
-
|
545
|
-
|
546
|
-
|
547
|
-
// diffuse
|
548
|
-
|
549
|
-
vec3 lightDir = normalize(light.Position - fs_in.FragPos);
|
550
|
-
|
551
|
-
float diff = max(dot(lightDir, normal), 0.0);
|
552
|
-
|
553
|
-
vec3 result = light.Color * diff * color;
|
554
|
-
|
555
|
-
// attenuation (use quadratic as we have gamma correction)
|
556
|
-
|
557
|
-
float distance = length(fs_in.FragPos - light.Position);
|
558
|
-
|
559
|
-
result *= 1.0 / (distance * distance);
|
560
|
-
|
561
|
-
lighting += result;
|
562
|
-
|
563
|
-
|
564
|
-
|
565
|
-
result = ambient + lighting;
|
566
|
-
|
567
|
-
// check whether result is higher than some threshold, if so, output as bloom threshold color
|
568
|
-
|
569
|
-
float brightness = dot(result, vec3(0.2126, 0.7152, 0.0722));
|
570
|
-
|
571
|
-
if(brightness > 1.0)
|
572
|
-
|
573
|
-
{
|
574
|
-
|
575
|
-
BrightColor = vec4(result, 1.0);
|
576
|
-
|
577
|
-
}
|
578
|
-
|
579
|
-
else
|
580
|
-
|
581
|
-
{
|
582
|
-
|
583
|
-
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
|
584
|
-
|
585
|
-
}
|
586
|
-
|
587
|
-
|
588
|
-
|
589
|
-
FragColor = vec4(result, 1.0);
|
590
|
-
|
591
|
-
}
|
592
|
-
|
593
|
-
```
|
8
タイトルを修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
opengl 2D 正射形行列で
|
1
|
+
opengl 2D 正射形行列でbloomを実装したい。
|
test
CHANGED
File without changes
|
7
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -2,7 +2,7 @@
|
|
2
2
|
|
3
3
|
|
4
4
|
|
5
|
-
#####
|
5
|
+
##### 調査したこと、調べたこと
|
6
6
|
|
7
7
|
描画は正射形行列です。
|
8
8
|
|
6
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -1,539 +1,593 @@
|
|
1
|
-
提示コードですが正射形行列を使って2Dでフォンシェーディングを行いその後bloomを行いたのですが
|
1
|
+
提示コードですが正射形行列を使って2Dでフォンシェーディングを行いその後bloomを行いたのですが正射形で実装しましたがライティングされません。`Draw_setBloom()`関数部ですが`.frag`シェーダーの何が間違えているのでしょうか
|
2
|
+
|
3
|
+
|
4
|
+
|
2
|
-
|
5
|
+
##### 現状
|
6
|
+
|
7
|
+
描画は正射形行列です。
|
8
|
+
|
9
|
+
カメラの初期座標は0,0,10です。向きは-1です。
|
10
|
+
|
11
|
+
スプライトの座標は0,0です。
|
12
|
+
|
13
|
+
スプライトの頂点の法線向きはすべて0,0,1 です。
|
14
|
+
|
15
|
+
シェーダーでは二次元の座標を渡して三次元目は-1にしています。
|
16
|
+
|
17
|
+
全てのシェーダーに頂点情報を設定
|
18
|
+
|
3
|
-
|
19
|
+
他の物が影響している可能性があるためループ部を短縮化
|
20
|
+
|
4
|
-
|
21
|
+
シェーダーを書き写しライト描画のfor文を消して一つのライトに変更
|
22
|
+
|
5
|
-
|
23
|
+
Draw_setBloom()関数でシーンを描画してカラーバッファを作成して輝度のカラーバッファ作成
|
24
|
+
|
25
|
+
Draw_setBlur()関数でbloomを描画
|
26
|
+
|
27
|
+
Draw_Final()関数でカラーバッファを描画
|
28
|
+
|
29
|
+
|
30
|
+
|
31
|
+
|
32
|
+
|
33
|
+
Github: [https://github.com/Shigurechan/AAEditor](https://github.com/Shigurechan/AAEditor)
|
34
|
+
|
35
|
+
|
36
|
+
|
37
|
+
|
38
|
+
|
39
|
+
参考サイト: [https://learnopengl.com/Advanced-Lighting/Bloom](https://learnopengl.com/Advanced-Lighting/Bloom)
|
40
|
+
|
41
|
+
参考コード: [https://learnopengl.com/code_viewer_gh.php?code=src/5.advanced_lighting/7.bloom/bloom.cpp](https://learnopengl.com/code_viewer_gh.php?code=src/5.advanced_lighting/7.bloom/bloom.cpp)
|
42
|
+
|
43
|
+
|
44
|
+
|
45
|
+
|
46
|
+
|
47
|
+
##### レンダリングループ
|
6
48
|
|
7
49
|
```
|
8
50
|
|
9
|
-
|
51
|
+
|
52
|
+
|
53
|
+
void FrameWork::Camera::Renderer()
|
54
|
+
|
55
|
+
{
|
56
|
+
|
57
|
+
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
58
|
+
|
59
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
60
|
+
|
61
|
+
|
62
|
+
|
63
|
+
glEnable(GL_DEPTH_TEST); //深度バッファを有効
|
64
|
+
|
65
|
+
glDepthFunc(GL_LEQUAL); //深度バッファタイプ
|
66
|
+
|
67
|
+
glEnable(GL_CULL_FACE); //カリングを有効
|
68
|
+
|
69
|
+
glCullFace(GL_BACK); //裏面を無効
|
70
|
+
|
71
|
+
|
72
|
+
|
73
|
+
|
74
|
+
|
75
|
+
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
76
|
+
|
77
|
+
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
78
|
+
|
79
|
+
|
80
|
+
|
81
|
+
glClear(GL_DEPTH_BUFFER_BIT);
|
82
|
+
|
83
|
+
|
84
|
+
|
85
|
+
|
86
|
+
|
87
|
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
88
|
+
|
89
|
+
|
90
|
+
|
91
|
+
glViewport(0, 0, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y);
|
92
|
+
|
93
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
94
|
+
|
95
|
+
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
96
|
+
|
97
|
+
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
|
98
|
+
|
99
|
+
|
100
|
+
|
101
|
+
ImGui_ImplOpenGL3_NewFrame();
|
102
|
+
|
103
|
+
ImGui_ImplGlfw_NewFrame();
|
104
|
+
|
105
|
+
ImGui::NewFrame();
|
106
|
+
|
107
|
+
|
108
|
+
|
109
|
+
sprite.Draw_setBloom(glm::vec2(100,100),0,0.0f,glm::vec2(1.0f,1.0f),glm::vec2(0,0),glm::vec2(100,100));
|
110
|
+
|
111
|
+
|
112
|
+
|
113
|
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
114
|
+
|
115
|
+
|
116
|
+
|
117
|
+
sprite.Draw_setBlur(quadVAO,quadVBO, colorBuffers[1],pingpongColorbuffers,pingpongFBO);
|
118
|
+
|
119
|
+
|
120
|
+
|
121
|
+
glBindFramebuffer(GL_READ_FRAMEBUFFER, colorBuffers[0]);
|
122
|
+
|
123
|
+
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, hdrFBO);
|
124
|
+
|
125
|
+
glBlitFramebuffer(0, 0, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0, 0, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
126
|
+
|
127
|
+
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
128
|
+
|
129
|
+
glClear(GL_COLOR_BUFFER_BIT);
|
130
|
+
|
131
|
+
|
132
|
+
|
133
|
+
glDisable(GL_DEPTH_TEST);
|
134
|
+
|
135
|
+
|
136
|
+
|
137
|
+
sprite.Draw_Final(colorBuffers[0], pingpongColorbuffers);
|
138
|
+
|
139
|
+
|
140
|
+
|
141
|
+
shaderFrameBuffer->setEnable();
|
142
|
+
|
143
|
+
glBindVertexArray(quadVAO);
|
144
|
+
|
145
|
+
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
146
|
+
|
147
|
+
glActiveTexture(GL_TEXTURE0);
|
148
|
+
|
149
|
+
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
|
150
|
+
|
151
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
152
|
+
|
153
|
+
shaderFrameBuffer->setDisable();
|
154
|
+
|
155
|
+
|
156
|
+
|
157
|
+
glBindVertexArray(0);
|
158
|
+
|
159
|
+
glBindTexture(GL_TEXTURE_2D,0);
|
160
|
+
|
161
|
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
162
|
+
|
163
|
+
|
164
|
+
|
165
|
+
|
166
|
+
|
167
|
+
|
168
|
+
|
169
|
+
}
|
170
|
+
|
171
|
+
|
172
|
+
|
173
|
+
|
10
174
|
|
11
175
|
```
|
12
176
|
|
13
177
|
|
14
178
|
|
15
|
-
|
16
|
-
|
17
|
-
##### 現状
|
18
|
-
|
19
|
-
描画は正射形行列です。
|
20
|
-
|
21
|
-
シェーダーでは二次元の座標を渡して三次元目は-1にしています。
|
22
|
-
|
23
|
-
他の物が影響している可能性があるためループ部を短縮化
|
24
|
-
|
25
|
-
シェーダーを書き写しライト描画のfor文を消して一つのライトに変更
|
26
|
-
|
27
|
-
Draw_setBloom()関数でシーンを描画してカラーバッファを作成して輝度のカラーバッファ作成
|
28
|
-
|
29
|
-
Draw_setBlur()関数でbloomを描画
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Draw_Final()関数でカラーバッファを描画
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Github: [https://github.com/Shigurechan/AAEditor](https://github.com/Shigurechan/AAEditor)
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参考サイト: [https://learnopengl.com/Advanced-Lighting/Bloom](https://learnopengl.com/Advanced-Lighting/Bloom)
|
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|
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参考コード: [https://learnopengl.com/code_viewer_gh.php?code=src/5.advanced_lighting/7.bloom/bloom.cpp](https://learnopengl.com/code_viewer_gh.php?code=src/5.advanced_lighting/7.bloom/bloom.cpp)
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#####
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##### Sprite
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```
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void FrameWork::D2::Sprite::Draw_setBloom(glm::mat4 projection,glm::vec2 pos, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end)
|
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FrameWork::Camera::Camera()
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{
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startSize = start; //テクスチャ始点
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//
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endSize = end; //テクスチャ終点
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setAttribute();
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setNormal();
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shaderBloom.setEnable();
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gl
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glBindVertexArray(vao);
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glBind
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexAttribute) * vertex->size(), vertex->data());
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setNormal();
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setAttribute();
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glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
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glActiveTexture(GL_TEXTURE0); //テクスチャ有効
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//Transform
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setPosition(pos); //座標
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setScale(s + glm::vec2(end - start)); //スケール
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setRotate(r); //回転
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shaderBloom.setUniform3f("viewPos", glm::vec3(0, 0, 10));
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|
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shaderBloom.setUniform3f("light.Position", glm::vec3(0, 0, 1.0f));
|
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|
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shaderBloom.setUniform3f("light.Color",glm::vec3(0,1,0));
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//描画
|
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|
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shaderBloom.setUniformMatrix4fv("uTranslate", getMatTranslation());
|
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|
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|
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|
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shaderBloom.setUniformMatrix4fv("uRotate", getMatRotate());
|
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|
+
|
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|
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shaderBloom.setUniformMatrix4fv("uScale", getMatScale());
|
252
|
+
|
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|
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shaderBloom.setUniformMatrix4fv("uViewProjection", projection);
|
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|
255
|
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|
256
|
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|
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|
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glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
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|
259
|
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|
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|
261
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|
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|
263
|
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shaderBloom.setDisable();
|
264
|
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|
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|
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glBindTexture(GL_TEXTURE_2D, 0); //テクスチャバインド
|
266
|
+
|
267
|
+
glBindVertexArray(0);
|
268
|
+
|
71
|
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gl
|
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|
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
270
|
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|
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|
272
|
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|
273
|
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|
274
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|
72
|
-
|
275
|
+
}
|
276
|
+
|
277
|
+
|
278
|
+
|
279
|
+
void FrameWork::D2::Sprite::Draw_setBlur(const GLuint quadVAO, const GLuint quadVBO,const GLint frameBuffer_Luminance, GLuint pingpongColorbuffers[2], GLuint pingpongFBO[2])
|
280
|
+
|
281
|
+
{
|
282
|
+
|
283
|
+
horizontal = true;
|
284
|
+
|
285
|
+
bool first_iteration = true;
|
286
|
+
|
287
|
+
unsigned int amount = 10;
|
288
|
+
|
289
|
+
shaderBloomBlur.setEnable();
|
290
|
+
|
291
|
+
|
292
|
+
|
73
|
-
for (unsigned int i = 0; i <
|
293
|
+
for (unsigned int i = 0; i < amount; i++)
|
74
294
|
|
75
295
|
{
|
76
296
|
|
297
|
+
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
298
|
+
|
299
|
+
shaderBloomBlur.setUniform1i("horizontal", horizontal);
|
300
|
+
|
301
|
+
glBindTexture(GL_TEXTURE_2D, first_iteration ? frameBuffer_Luminance : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
|
302
|
+
|
303
|
+
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
304
|
+
|
305
|
+
|
306
|
+
|
307
|
+
|
308
|
+
|
309
|
+
|
310
|
+
|
311
|
+
glBindVertexArray(quadVAO);
|
312
|
+
|
313
|
+
glBindBuffer(GL_ARRAY_BUFFER,quadVBO);
|
314
|
+
|
315
|
+
|
316
|
+
|
317
|
+
setAttribute(); //頂点属性 設定
|
318
|
+
|
319
|
+
|
320
|
+
|
321
|
+
|
322
|
+
|
323
|
+
//glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
324
|
+
|
325
|
+
|
326
|
+
|
327
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
328
|
+
|
329
|
+
|
330
|
+
|
331
|
+
//バインド解除
|
332
|
+
|
333
|
+
glBindVertexArray(0);
|
334
|
+
|
335
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
336
|
+
|
77
|
-
glBindTexture(GL_TEXTURE_2D,
|
337
|
+
glBindTexture(GL_TEXTURE_2D, 0);
|
78
|
-
|
79
|
-
|
338
|
+
|
80
|
-
|
81
|
-
|
339
|
+
|
82
|
-
|
83
|
-
|
340
|
+
|
84
|
-
|
85
|
-
|
341
|
+
|
86
|
-
|
342
|
+
|
343
|
+
|
344
|
+
|
345
|
+
|
346
|
+
|
87
|
-
|
347
|
+
horizontal = !horizontal;
|
348
|
+
|
88
|
-
|
349
|
+
if (first_iteration)
|
350
|
+
|
89
|
-
|
351
|
+
first_iteration = false;
|
90
|
-
|
91
|
-
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0);
|
92
352
|
|
93
353
|
}
|
94
354
|
|
95
|
-
|
96
|
-
|
97
|
-
|
98
|
-
|
99
|
-
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
100
|
-
|
101
|
-
|
102
|
-
|
103
|
-
|
104
|
-
|
105
|
-
sprite.InputTexture(FrameWork::LoadTexture("texture/texture_3.png"));
|
106
|
-
|
107
|
-
|
108
|
-
|
109
|
-
|
355
|
+
shaderBloomBlur.setDisable();
|
110
|
-
|
111
|
-
glGenTextures(2, pingpongColorbuffers);
|
112
|
-
|
113
|
-
for (unsigned int i = 0; i < 2; i++)
|
114
|
-
|
115
|
-
{
|
116
|
-
|
117
|
-
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
|
118
|
-
|
119
|
-
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
|
120
|
-
|
121
|
-
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0, GL_RGBA, GL_FLOAT, NULL);
|
122
|
-
|
123
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
124
|
-
|
125
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
126
|
-
|
127
|
-
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!
|
128
|
-
|
129
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
130
|
-
|
131
|
-
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
|
132
|
-
|
133
|
-
// also check if framebuffers are complete (no need for depth buffer)
|
134
|
-
|
135
|
-
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
136
|
-
|
137
|
-
std::cout << "Framebuffer not complete!" << std::endl;
|
138
|
-
|
139
|
-
}
|
140
|
-
|
141
|
-
|
142
|
-
|
143
|
-
|
144
356
|
|
145
357
|
}
|
146
358
|
|
359
|
+
|
360
|
+
|
361
|
+
void FrameWork::D2::Sprite::Draw_Final(GLuint frameBuffer, GLuint pingpongColorbuffers[2])
|
362
|
+
|
363
|
+
{
|
364
|
+
|
365
|
+
shaderBloomFinal.setEnable();
|
366
|
+
|
367
|
+
glBindVertexArray(vao);
|
368
|
+
|
369
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
370
|
+
|
371
|
+
|
372
|
+
|
373
|
+
glActiveTexture(GL_TEXTURE0);
|
374
|
+
|
375
|
+
glBindTexture(GL_TEXTURE_2D, frameBuffer);
|
376
|
+
|
377
|
+
glActiveTexture(GL_TEXTURE1);
|
378
|
+
|
379
|
+
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[horizontal]);
|
380
|
+
|
381
|
+
shaderBloomFinal.setUniform1i("bloom", true);
|
382
|
+
|
383
|
+
shaderBloomFinal.setUniform1f("exposure", 1.0f);
|
384
|
+
|
385
|
+
|
386
|
+
|
387
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
388
|
+
|
389
|
+
|
390
|
+
|
391
|
+
glBindVertexArray(0);
|
392
|
+
|
393
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
394
|
+
|
395
|
+
|
396
|
+
|
397
|
+
shaderBloomFinal.setDisable();
|
398
|
+
|
399
|
+
|
400
|
+
|
401
|
+
}
|
402
|
+
|
403
|
+
|
404
|
+
|
405
|
+
|
406
|
+
|
407
|
+
|
408
|
+
|
147
409
|
```
|
148
410
|
|
149
411
|
|
150
412
|
|
151
|
-
#####
|
413
|
+
##### Bloomシェーダー
|
414
|
+
|
415
|
+
```vert
|
416
|
+
|
417
|
+
#version 330 core
|
418
|
+
|
419
|
+
|
420
|
+
|
421
|
+
|
422
|
+
|
423
|
+
layout(location = 0) in vec2 vertexPosition;
|
424
|
+
|
425
|
+
layout(location = 1) in vec2 vertexUV;
|
426
|
+
|
427
|
+
layout(location = 2) in vec3 vertexNormal;
|
428
|
+
|
429
|
+
|
430
|
+
|
431
|
+
out VS_OUT {
|
432
|
+
|
433
|
+
vec3 FragPos;
|
434
|
+
|
435
|
+
vec3 Normal;
|
436
|
+
|
437
|
+
vec2 TexCoords;
|
438
|
+
|
439
|
+
} vs_out;
|
440
|
+
|
441
|
+
|
442
|
+
|
443
|
+
uniform mat4 uTranslate;
|
444
|
+
|
445
|
+
uniform mat4 uRotate;
|
446
|
+
|
447
|
+
uniform mat4 uScale;
|
448
|
+
|
449
|
+
uniform mat4 uViewProjection;
|
450
|
+
|
451
|
+
|
452
|
+
|
453
|
+
void main()
|
454
|
+
|
455
|
+
{
|
456
|
+
|
457
|
+
mat4 model = uTranslate * uRotate * uScale;
|
458
|
+
|
459
|
+
|
460
|
+
|
461
|
+
vs_out.FragPos = vec3(model * vec4(vertexPosition,-1.0, 1.0));
|
462
|
+
|
463
|
+
vs_out.TexCoords = vertexUV;
|
464
|
+
|
465
|
+
|
466
|
+
|
467
|
+
mat3 normalMatrix = transpose(inverse(mat3(model)));
|
468
|
+
|
469
|
+
vs_out.Normal = normalize(normalMatrix * vertexNormal);
|
470
|
+
|
471
|
+
|
472
|
+
|
473
|
+
//gl_Position = projection * view * model * vec4(aPos, 1.0);
|
474
|
+
|
475
|
+
|
476
|
+
|
477
|
+
gl_Position = (uViewProjection * model) * vec4(vertexPosition,-1.0, 1.0);
|
478
|
+
|
479
|
+
|
480
|
+
|
481
|
+
}
|
152
482
|
|
153
483
|
```
|
154
484
|
|
155
485
|
|
156
486
|
|
157
|
-
|
158
|
-
|
159
|
-
|
160
|
-
|
161
|
-
|
162
|
-
|
163
|
-
|
164
|
-
|
165
|
-
|
166
|
-
|
167
|
-
|
168
|
-
|
169
|
-
|
170
|
-
|
171
|
-
|
172
|
-
|
173
|
-
|
174
|
-
|
175
|
-
|
176
|
-
|
177
|
-
|
178
|
-
|
179
|
-
|
180
|
-
|
181
|
-
|
182
|
-
|
183
|
-
|
184
|
-
|
185
|
-
|
186
|
-
|
187
|
-
|
188
|
-
|
189
|
-
|
190
|
-
|
191
|
-
|
192
|
-
|
193
|
-
|
194
|
-
|
195
|
-
|
196
|
-
|
197
|
-
|
198
|
-
|
199
|
-
|
200
|
-
|
201
|
-
|
202
|
-
|
203
|
-
|
204
|
-
|
205
|
-
|
206
|
-
|
207
|
-
|
208
|
-
|
209
|
-
|
210
|
-
|
211
|
-
|
212
|
-
|
213
|
-
|
214
|
-
|
215
|
-
|
216
|
-
|
217
|
-
|
218
|
-
|
219
|
-
|
220
|
-
|
221
|
-
|
222
|
-
|
223
|
-
|
224
|
-
|
225
|
-
|
226
|
-
|
227
|
-
|
228
|
-
|
229
|
-
|
230
|
-
|
231
|
-
|
232
|
-
|
233
|
-
|
234
|
-
|
235
|
-
|
236
|
-
|
237
|
-
|
238
|
-
|
239
|
-
|
240
|
-
|
241
|
-
|
242
|
-
|
243
|
-
|
244
|
-
|
245
|
-
|
246
|
-
|
247
|
-
|
248
|
-
|
249
|
-
|
250
|
-
|
251
|
-
|
252
|
-
|
253
|
-
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
|
258
|
-
|
259
|
-
|
260
|
-
|
261
|
-
glBindVertexArray(0);
|
262
|
-
|
263
|
-
glBindTexture(GL_TEXTURE_2D,0);
|
264
|
-
|
265
|
-
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
266
|
-
|
267
|
-
|
268
|
-
|
269
|
-
|
270
|
-
|
271
|
-
|
487
|
+
```frag
|
488
|
+
|
489
|
+
#version 330 core
|
490
|
+
|
491
|
+
layout (location = 0) out vec4 FragColor;
|
492
|
+
|
493
|
+
layout (location = 1) out vec4 BrightColor;
|
494
|
+
|
495
|
+
|
496
|
+
|
497
|
+
in VS_OUT {
|
498
|
+
|
499
|
+
vec3 FragPos;
|
500
|
+
|
501
|
+
vec3 Normal;
|
502
|
+
|
503
|
+
vec2 TexCoords;
|
504
|
+
|
505
|
+
} fs_in;
|
506
|
+
|
507
|
+
|
508
|
+
|
509
|
+
struct Light {
|
510
|
+
|
511
|
+
vec3 Position;
|
512
|
+
|
513
|
+
vec3 Color;
|
514
|
+
|
515
|
+
};
|
516
|
+
|
517
|
+
|
518
|
+
|
519
|
+
uniform Light light;
|
520
|
+
|
521
|
+
uniform sampler2D diffuseTexture;
|
522
|
+
|
523
|
+
uniform vec3 viewPos;
|
524
|
+
|
525
|
+
|
526
|
+
|
527
|
+
void main()
|
528
|
+
|
529
|
+
{
|
530
|
+
|
531
|
+
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
532
|
+
|
533
|
+
vec3 normal = normalize(fs_in.Normal);
|
534
|
+
|
535
|
+
// ambient
|
536
|
+
|
537
|
+
vec3 ambient = 0.0 * color;
|
538
|
+
|
539
|
+
// lighting
|
540
|
+
|
541
|
+
vec3 lighting = vec3(0.0);
|
542
|
+
|
543
|
+
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
|
544
|
+
|
545
|
+
|
546
|
+
|
547
|
+
// diffuse
|
548
|
+
|
549
|
+
vec3 lightDir = normalize(light.Position - fs_in.FragPos);
|
550
|
+
|
551
|
+
float diff = max(dot(lightDir, normal), 0.0);
|
552
|
+
|
553
|
+
vec3 result = light.Color * diff * color;
|
554
|
+
|
555
|
+
// attenuation (use quadratic as we have gamma correction)
|
556
|
+
|
557
|
+
float distance = length(fs_in.FragPos - light.Position);
|
558
|
+
|
559
|
+
result *= 1.0 / (distance * distance);
|
560
|
+
|
561
|
+
lighting += result;
|
562
|
+
|
563
|
+
|
564
|
+
|
565
|
+
result = ambient + lighting;
|
566
|
+
|
567
|
+
// check whether result is higher than some threshold, if so, output as bloom threshold color
|
568
|
+
|
569
|
+
float brightness = dot(result, vec3(0.2126, 0.7152, 0.0722));
|
570
|
+
|
571
|
+
if(brightness > 1.0)
|
572
|
+
|
573
|
+
{
|
574
|
+
|
575
|
+
BrightColor = vec4(result, 1.0);
|
576
|
+
|
577
|
+
}
|
578
|
+
|
579
|
+
else
|
580
|
+
|
581
|
+
{
|
582
|
+
|
583
|
+
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
|
584
|
+
|
585
|
+
}
|
586
|
+
|
587
|
+
|
588
|
+
|
589
|
+
FragColor = vec4(result, 1.0);
|
272
590
|
|
273
591
|
}
|
274
592
|
|
275
|
-
|
276
|
-
|
277
|
-
|
278
|
-
|
279
593
|
```
|
280
|
-
|
281
|
-
|
282
|
-
|
283
|
-
##### Sprite初期化部
|
284
|
-
|
285
|
-
```
|
286
|
-
|
287
|
-
|
288
|
-
|
289
|
-
// ##################################### コンストラクタ #####################################
|
290
|
-
|
291
|
-
FrameWork::D2::Sprite::Sprite() : Render()
|
292
|
-
|
293
|
-
{
|
294
|
-
|
295
|
-
shaderBloom.Load("shader/Bloom.vert", "shader/Bloom.frag");
|
296
|
-
|
297
|
-
shaderBloomBlur.Load("shader/Bloom_Blur.vert", "shader/Bloom_Blur.frag");
|
298
|
-
|
299
|
-
shaderBloomFinal.Load("shader/BloomFinal.vert", "shader/BloomFinal.frag");
|
300
|
-
|
301
|
-
|
302
|
-
|
303
|
-
|
304
|
-
|
305
|
-
vertex = FrameWork::Camera::getVertexAttribute();
|
306
|
-
|
307
|
-
|
308
|
-
|
309
|
-
//省略
|
310
|
-
|
311
|
-
|
312
|
-
|
313
|
-
|
314
|
-
|
315
|
-
|
316
|
-
|
317
|
-
}
|
318
|
-
|
319
|
-
|
320
|
-
|
321
|
-
```
|
322
|
-
|
323
|
-
|
324
|
-
|
325
|
-
|
326
|
-
|
327
|
-
|
328
|
-
|
329
|
-
##### sprite描画
|
330
|
-
|
331
|
-
```
|
332
|
-
|
333
|
-
|
334
|
-
|
335
|
-
void FrameWork::D2::Sprite::Draw_setBloom(glm::vec2 pos, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end)
|
336
|
-
|
337
|
-
{
|
338
|
-
|
339
|
-
shaderBloom.setEnable();
|
340
|
-
|
341
|
-
glBindVertexArray(vao);
|
342
|
-
|
343
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
344
|
-
|
345
|
-
|
346
|
-
|
347
|
-
setNormal();
|
348
|
-
|
349
|
-
setAttribute();
|
350
|
-
|
351
|
-
glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
|
352
|
-
|
353
|
-
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
354
|
-
|
355
|
-
|
356
|
-
|
357
|
-
|
358
|
-
|
359
|
-
//Transform
|
360
|
-
|
361
|
-
setPosition(pos); //座標
|
362
|
-
|
363
|
-
setScale(s + glm::vec2(end - start)); //スケール
|
364
|
-
|
365
|
-
setRotate(r); //回転
|
366
|
-
|
367
|
-
|
368
|
-
|
369
|
-
shaderBloom.setUniform3f("viewPos", glm::vec3(0, 0, 10));
|
370
|
-
|
371
|
-
shaderBloom.setUniform3f("light.Position", glm::vec3(0, 0, 1.0f));
|
372
|
-
|
373
|
-
shaderBloom.setUniform3f("light.Color",glm::vec3(0,255,0));
|
374
|
-
|
375
|
-
|
376
|
-
|
377
|
-
//描画
|
378
|
-
|
379
|
-
shaderBloom.setUniformMatrix4fv("uTranslate", getMatTranslation());
|
380
|
-
|
381
|
-
shaderBloom.setUniformMatrix4fv("uRotate", getMatRotate());
|
382
|
-
|
383
|
-
shaderBloom.setUniformMatrix4fv("uScale", getMatScale());
|
384
|
-
|
385
|
-
shaderBloom.setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, (float)FrameWork::windowContext->getSize().x, 0.0f, (float)FrameWork::windowContext->getSize().y));
|
386
|
-
|
387
|
-
|
388
|
-
|
389
|
-
glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
390
|
-
|
391
|
-
|
392
|
-
|
393
|
-
|
394
|
-
|
395
|
-
shaderBloom.setDisable();
|
396
|
-
|
397
|
-
glBindTexture(GL_TEXTURE_2D, 0); //テクスチャバインド
|
398
|
-
|
399
|
-
glBindVertexArray(0);
|
400
|
-
|
401
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
402
|
-
|
403
|
-
|
404
|
-
|
405
|
-
|
406
|
-
|
407
|
-
}
|
408
|
-
|
409
|
-
|
410
|
-
|
411
|
-
void FrameWork::D2::Sprite::Draw_setBlur(const GLuint quadVAO, const GLuint quadVBO,const GLint frameBuffer_Luminance, GLuint pingpongColorbuffers[2], GLuint pingpongFBO[2])
|
412
|
-
|
413
|
-
{
|
414
|
-
|
415
|
-
horizontal = true;
|
416
|
-
|
417
|
-
bool first_iteration = true;
|
418
|
-
|
419
|
-
unsigned int amount = 10;
|
420
|
-
|
421
|
-
shaderBloomBlur.setEnable();
|
422
|
-
|
423
|
-
for (unsigned int i = 0; i < amount; i++)
|
424
|
-
|
425
|
-
{
|
426
|
-
|
427
|
-
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
428
|
-
|
429
|
-
shaderBloomBlur.setUniform1i("horizontal", horizontal);
|
430
|
-
|
431
|
-
glBindTexture(GL_TEXTURE_2D, first_iteration ? frameBuffer_Luminance : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
|
432
|
-
|
433
|
-
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
434
|
-
|
435
|
-
|
436
|
-
|
437
|
-
|
438
|
-
|
439
|
-
|
440
|
-
|
441
|
-
glBindVertexArray(quadVAO);
|
442
|
-
|
443
|
-
glBindBuffer(GL_ARRAY_BUFFER,quadVBO);
|
444
|
-
|
445
|
-
setAttribute(); //頂点属性 設定
|
446
|
-
|
447
|
-
|
448
|
-
|
449
|
-
|
450
|
-
|
451
|
-
//glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
452
|
-
|
453
|
-
|
454
|
-
|
455
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
456
|
-
|
457
|
-
|
458
|
-
|
459
|
-
//バインド解除
|
460
|
-
|
461
|
-
glBindVertexArray(0);
|
462
|
-
|
463
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
464
|
-
|
465
|
-
glBindTexture(GL_TEXTURE_2D, 0);
|
466
|
-
|
467
|
-
|
468
|
-
|
469
|
-
|
470
|
-
|
471
|
-
|
472
|
-
|
473
|
-
|
474
|
-
|
475
|
-
horizontal = !horizontal;
|
476
|
-
|
477
|
-
if (first_iteration)
|
478
|
-
|
479
|
-
first_iteration = false;
|
480
|
-
|
481
|
-
}
|
482
|
-
|
483
|
-
shaderBloomBlur.setDisable();
|
484
|
-
|
485
|
-
}
|
486
|
-
|
487
|
-
|
488
|
-
|
489
|
-
void FrameWork::D2::Sprite::Draw_Final(GLuint frameBuffer, GLuint pingpongColorbuffers[2])
|
490
|
-
|
491
|
-
{
|
492
|
-
|
493
|
-
shaderBloomFinal.setEnable();
|
494
|
-
|
495
|
-
glBindVertexArray(vao);
|
496
|
-
|
497
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
498
|
-
|
499
|
-
|
500
|
-
|
501
|
-
glActiveTexture(GL_TEXTURE0);
|
502
|
-
|
503
|
-
glBindTexture(GL_TEXTURE_2D, frameBuffer);
|
504
|
-
|
505
|
-
glActiveTexture(GL_TEXTURE1);
|
506
|
-
|
507
|
-
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[horizontal]);
|
508
|
-
|
509
|
-
shaderBloomFinal.setUniform1i("bloom", true);
|
510
|
-
|
511
|
-
shaderBloomFinal.setUniform1f("exposure", 1.0f);
|
512
|
-
|
513
|
-
|
514
|
-
|
515
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
516
|
-
|
517
|
-
|
518
|
-
|
519
|
-
glBindVertexArray(0);
|
520
|
-
|
521
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
522
|
-
|
523
|
-
|
524
|
-
|
525
|
-
shaderBloomFinal.setDisable();
|
526
|
-
|
527
|
-
|
528
|
-
|
529
|
-
}
|
530
|
-
|
531
|
-
|
532
|
-
|
533
|
-
|
534
|
-
|
535
|
-
|
536
|
-
|
537
|
-
|
538
|
-
|
539
|
-
```
|
5
文章とタイトルを修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
opengl 2D 正射形行列で
|
1
|
+
opengl 2D 正射形行列でフォンライティングを実装したい。
|
test
CHANGED
@@ -1,4 +1,16 @@
|
|
1
|
-
提示コードですが
|
1
|
+
提示コードですが正射形行列を使って2Dでフォンシェーディングを行いその後bloomを行いたのですがその場合何を変更すればいいのでしょうか?
|
2
|
+
|
3
|
+
正射形で実装しましたがライティングされません。
|
4
|
+
|
5
|
+
|
6
|
+
|
7
|
+
```
|
8
|
+
|
9
|
+
shaderBloom.setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, (float)FrameWork::windowContext->getSize().x, 0.0f, (float)FrameWork::windowContext->getSize().y));
|
10
|
+
|
11
|
+
```
|
12
|
+
|
13
|
+
|
2
14
|
|
3
15
|
|
4
16
|
|
@@ -46,12 +58,6 @@
|
|
46
58
|
|
47
59
|
{
|
48
60
|
|
49
|
-
actor.resize(0);
|
50
|
-
|
51
|
-
shadowActor.resize(0);
|
52
|
-
|
53
|
-
vertex->resize(6); //頂点配列を初期化 2Dスプライト描画用
|
54
|
-
|
55
61
|
|
56
62
|
|
57
63
|
//カラーバッファ
|
@@ -262,9 +268,7 @@
|
|
262
268
|
|
263
269
|
|
264
270
|
|
265
|
-
|
271
|
+
|
266
|
-
|
267
|
-
shadowActor.clear();
|
268
272
|
|
269
273
|
}
|
270
274
|
|
@@ -302,7 +306,35 @@
|
|
302
306
|
|
303
307
|
|
304
308
|
|
305
|
-
|
309
|
+
//省略
|
310
|
+
|
311
|
+
|
312
|
+
|
313
|
+
|
314
|
+
|
315
|
+
|
316
|
+
|
317
|
+
}
|
318
|
+
|
319
|
+
|
320
|
+
|
321
|
+
```
|
322
|
+
|
323
|
+
|
324
|
+
|
325
|
+
|
326
|
+
|
327
|
+
|
328
|
+
|
329
|
+
##### sprite描画
|
330
|
+
|
331
|
+
```
|
332
|
+
|
333
|
+
|
334
|
+
|
335
|
+
void FrameWork::D2::Sprite::Draw_setBloom(glm::vec2 pos, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end)
|
336
|
+
|
337
|
+
{
|
306
338
|
|
307
339
|
shaderBloom.setEnable();
|
308
340
|
|
@@ -312,54 +344,58 @@
|
|
312
344
|
|
313
345
|
|
314
346
|
|
347
|
+
setNormal();
|
348
|
+
|
349
|
+
setAttribute();
|
350
|
+
|
351
|
+
glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
|
352
|
+
|
353
|
+
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
354
|
+
|
355
|
+
|
356
|
+
|
357
|
+
|
358
|
+
|
359
|
+
//Transform
|
360
|
+
|
361
|
+
setPosition(pos); //座標
|
362
|
+
|
363
|
+
setScale(s + glm::vec2(end - start)); //スケール
|
364
|
+
|
365
|
+
setRotate(r); //回転
|
366
|
+
|
367
|
+
|
368
|
+
|
369
|
+
shaderBloom.setUniform3f("viewPos", glm::vec3(0, 0, 10));
|
370
|
+
|
371
|
+
shaderBloom.setUniform3f("light.Position", glm::vec3(0, 0, 1.0f));
|
372
|
+
|
373
|
+
shaderBloom.setUniform3f("light.Color",glm::vec3(0,255,0));
|
374
|
+
|
375
|
+
|
376
|
+
|
315
|
-
//
|
377
|
+
//描画
|
316
|
-
|
378
|
+
|
317
|
-
|
379
|
+
shaderBloom.setUniformMatrix4fv("uTranslate", getMatTranslation());
|
318
|
-
|
319
|
-
|
380
|
+
|
320
|
-
|
321
|
-
glBufferData(GL_ARRAY_BUFFER, vertex->size() * sizeof(VertexAttribute), vertex->data(), GL_DYNAMIC_DRAW);
|
322
|
-
|
323
|
-
glVertexAttribPointer(attrib, 4, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)0);
|
324
|
-
|
325
|
-
shaderBloom.set
|
381
|
+
shaderBloom.setUniformMatrix4fv("uRotate", getMatRotate());
|
326
|
-
|
327
|
-
|
328
|
-
|
329
|
-
|
330
|
-
|
331
|
-
|
382
|
+
|
332
|
-
|
333
|
-
attrib = shaderBloom.getAttribLocation("vertexUV");
|
334
|
-
|
335
|
-
glEnableVertexAttribArray(attrib);
|
336
|
-
|
337
|
-
glBufferData(GL_ARRAY_BUFFER, vertex->size() * sizeof(VertexAttribute), vertex->data(), GL_DYNAMIC_DRAW);
|
338
|
-
|
339
|
-
glVertexAttribPointer(attrib, 4, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)(sizeof(GLfloat) * 2));
|
340
|
-
|
341
|
-
shaderBloom.set
|
383
|
+
shaderBloom.setUniformMatrix4fv("uScale", getMatScale());
|
342
|
-
|
343
|
-
|
344
|
-
|
345
|
-
|
346
|
-
|
347
|
-
|
384
|
+
|
348
|
-
|
349
|
-
|
385
|
+
shaderBloom.setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, (float)FrameWork::windowContext->getSize().x, 0.0f, (float)FrameWork::windowContext->getSize().y));
|
350
|
-
|
351
|
-
|
386
|
+
|
352
|
-
|
387
|
+
|
388
|
+
|
353
|
-
gl
|
389
|
+
glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
354
|
-
|
355
|
-
|
390
|
+
|
356
|
-
|
357
|
-
|
391
|
+
|
358
392
|
|
359
393
|
|
360
394
|
|
361
395
|
shaderBloom.setDisable();
|
362
396
|
|
397
|
+
glBindTexture(GL_TEXTURE_2D, 0); //テクスチャバインド
|
398
|
+
|
363
399
|
glBindVertexArray(0);
|
364
400
|
|
365
401
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
@@ -368,37 +404,93 @@
|
|
368
404
|
|
369
405
|
|
370
406
|
|
371
|
-
//省略
|
372
|
-
|
373
|
-
|
374
|
-
|
375
|
-
|
376
|
-
|
377
|
-
|
378
|
-
|
379
407
|
}
|
380
408
|
|
381
409
|
|
382
410
|
|
383
|
-
```
|
384
|
-
|
385
|
-
|
386
|
-
|
387
|
-
|
388
|
-
|
389
|
-
|
390
|
-
|
391
|
-
##### sprite描画
|
392
|
-
|
393
|
-
```
|
394
|
-
|
395
|
-
|
396
|
-
|
397
|
-
void FrameWork::D2::Sprite::Draw_setBl
|
411
|
+
void FrameWork::D2::Sprite::Draw_setBlur(const GLuint quadVAO, const GLuint quadVBO,const GLint frameBuffer_Luminance, GLuint pingpongColorbuffers[2], GLuint pingpongFBO[2])
|
398
412
|
|
399
413
|
{
|
400
414
|
|
415
|
+
horizontal = true;
|
416
|
+
|
417
|
+
bool first_iteration = true;
|
418
|
+
|
419
|
+
unsigned int amount = 10;
|
420
|
+
|
401
|
-
shaderBloom.setEnable();
|
421
|
+
shaderBloomBlur.setEnable();
|
422
|
+
|
423
|
+
for (unsigned int i = 0; i < amount; i++)
|
424
|
+
|
425
|
+
{
|
426
|
+
|
427
|
+
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
428
|
+
|
429
|
+
shaderBloomBlur.setUniform1i("horizontal", horizontal);
|
430
|
+
|
431
|
+
glBindTexture(GL_TEXTURE_2D, first_iteration ? frameBuffer_Luminance : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
|
432
|
+
|
433
|
+
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
434
|
+
|
435
|
+
|
436
|
+
|
437
|
+
|
438
|
+
|
439
|
+
|
440
|
+
|
441
|
+
glBindVertexArray(quadVAO);
|
442
|
+
|
443
|
+
glBindBuffer(GL_ARRAY_BUFFER,quadVBO);
|
444
|
+
|
445
|
+
setAttribute(); //頂点属性 設定
|
446
|
+
|
447
|
+
|
448
|
+
|
449
|
+
|
450
|
+
|
451
|
+
//glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
452
|
+
|
453
|
+
|
454
|
+
|
455
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
456
|
+
|
457
|
+
|
458
|
+
|
459
|
+
//バインド解除
|
460
|
+
|
461
|
+
glBindVertexArray(0);
|
462
|
+
|
463
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
464
|
+
|
465
|
+
glBindTexture(GL_TEXTURE_2D, 0);
|
466
|
+
|
467
|
+
|
468
|
+
|
469
|
+
|
470
|
+
|
471
|
+
|
472
|
+
|
473
|
+
|
474
|
+
|
475
|
+
horizontal = !horizontal;
|
476
|
+
|
477
|
+
if (first_iteration)
|
478
|
+
|
479
|
+
first_iteration = false;
|
480
|
+
|
481
|
+
}
|
482
|
+
|
483
|
+
shaderBloomBlur.setDisable();
|
484
|
+
|
485
|
+
}
|
486
|
+
|
487
|
+
|
488
|
+
|
489
|
+
void FrameWork::D2::Sprite::Draw_Final(GLuint frameBuffer, GLuint pingpongColorbuffers[2])
|
490
|
+
|
491
|
+
{
|
492
|
+
|
493
|
+
shaderBloomFinal.setEnable();
|
402
494
|
|
403
495
|
glBindVertexArray(vao);
|
404
496
|
|
@@ -406,57 +498,23 @@
|
|
406
498
|
|
407
499
|
|
408
500
|
|
409
|
-
setNormal();
|
410
|
-
|
411
|
-
setAttribute();
|
412
|
-
|
413
|
-
glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
|
414
|
-
|
415
|
-
glActiveTexture(GL_TEXTURE0);
|
501
|
+
glActiveTexture(GL_TEXTURE0);
|
416
|
-
|
417
|
-
|
418
|
-
|
419
|
-
|
420
|
-
|
421
|
-
|
502
|
+
|
422
|
-
|
423
|
-
|
503
|
+
glBindTexture(GL_TEXTURE_2D, frameBuffer);
|
424
|
-
|
425
|
-
|
504
|
+
|
426
|
-
|
427
|
-
|
505
|
+
glActiveTexture(GL_TEXTURE1);
|
428
|
-
|
429
|
-
|
430
|
-
|
431
|
-
|
506
|
+
|
432
|
-
|
433
|
-
shaderBloom.setUniform3f("light.Position", glm::vec3(0, 0, 1.0f));
|
434
|
-
|
435
|
-
|
507
|
+
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[horizontal]);
|
436
|
-
|
437
|
-
|
438
|
-
|
439
|
-
|
508
|
+
|
440
|
-
|
441
|
-
shaderBloom.setUniformMatrix4fv("uTranslate", getMatTranslation());
|
442
|
-
|
443
|
-
shaderBloom.setUniformMatrix4fv("uRotate", getMatRotate());
|
444
|
-
|
445
|
-
shaderBloom.setUniform
|
509
|
+
shaderBloomFinal.setUniform1i("bloom", true);
|
446
|
-
|
510
|
+
|
447
|
-
shaderBloom.setUniform
|
511
|
+
shaderBloomFinal.setUniform1f("exposure", 1.0f);
|
448
|
-
|
449
|
-
|
450
|
-
|
512
|
+
|
513
|
+
|
514
|
+
|
451
|
-
glDrawArrays(GL_TRIANGLES, 0,
|
515
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
452
|
-
|
453
|
-
|
454
|
-
|
455
|
-
|
456
|
-
|
457
|
-
|
516
|
+
|
458
|
-
|
459
|
-
|
517
|
+
|
460
518
|
|
461
519
|
glBindVertexArray(0);
|
462
520
|
|
@@ -464,138 +522,18 @@
|
|
464
522
|
|
465
523
|
|
466
524
|
|
525
|
+
shaderBloomFinal.setDisable();
|
526
|
+
|
467
527
|
|
468
528
|
|
469
529
|
}
|
470
530
|
|
471
531
|
|
472
532
|
|
473
|
-
|
533
|
+
|
474
|
-
|
475
|
-
|
534
|
+
|
476
|
-
|
477
|
-
|
535
|
+
|
478
|
-
|
479
|
-
|
536
|
+
|
480
|
-
|
481
|
-
|
537
|
+
|
482
|
-
|
483
|
-
|
538
|
+
|
484
|
-
|
485
|
-
for (unsigned int i = 0; i < amount; i++)
|
486
|
-
|
487
|
-
{
|
488
|
-
|
489
|
-
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
490
|
-
|
491
|
-
shaderBloomBlur.setUniform1i("horizontal", horizontal);
|
492
|
-
|
493
|
-
glBindTexture(GL_TEXTURE_2D, first_iteration ? frameBuffer_Luminance : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
|
494
|
-
|
495
|
-
glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
496
|
-
|
497
|
-
|
498
|
-
|
499
|
-
|
500
|
-
|
501
|
-
|
502
|
-
|
503
|
-
glBindVertexArray(quadVAO);
|
504
|
-
|
505
|
-
glBindBuffer(GL_ARRAY_BUFFER,quadVBO);
|
506
|
-
|
507
|
-
setAttribute(); //頂点属性 設定
|
508
|
-
|
509
|
-
|
510
|
-
|
511
|
-
|
512
|
-
|
513
|
-
//glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
514
|
-
|
515
|
-
|
516
|
-
|
517
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
518
|
-
|
519
|
-
|
520
|
-
|
521
|
-
//バインド解除
|
522
|
-
|
523
|
-
glBindVertexArray(0);
|
524
|
-
|
525
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
526
|
-
|
527
|
-
glBindTexture(GL_TEXTURE_2D, 0);
|
528
|
-
|
529
|
-
|
530
|
-
|
531
|
-
|
532
|
-
|
533
|
-
|
534
|
-
|
535
|
-
|
536
|
-
|
537
|
-
horizontal = !horizontal;
|
538
|
-
|
539
|
-
if (first_iteration)
|
540
|
-
|
541
|
-
first_iteration = false;
|
542
|
-
|
543
|
-
}
|
544
|
-
|
545
|
-
shaderBloomBlur.setDisable();
|
546
|
-
|
547
|
-
}
|
548
|
-
|
549
|
-
|
550
|
-
|
551
|
-
void FrameWork::D2::Sprite::Draw_Final(GLuint frameBuffer, GLuint pingpongColorbuffers[2])
|
552
|
-
|
553
|
-
{
|
554
|
-
|
555
|
-
shaderBloomFinal.setEnable();
|
556
|
-
|
557
|
-
glBindVertexArray(vao);
|
558
|
-
|
559
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
560
|
-
|
561
|
-
|
562
|
-
|
563
|
-
glActiveTexture(GL_TEXTURE0);
|
564
|
-
|
565
|
-
glBindTexture(GL_TEXTURE_2D, frameBuffer);
|
566
|
-
|
567
|
-
glActiveTexture(GL_TEXTURE1);
|
568
|
-
|
569
|
-
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[horizontal]);
|
570
|
-
|
571
|
-
shaderBloomFinal.setUniform1i("bloom", true);
|
572
|
-
|
573
|
-
shaderBloomFinal.setUniform1f("exposure", 1.0f);
|
574
|
-
|
575
|
-
|
576
|
-
|
577
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
578
|
-
|
579
|
-
|
580
|
-
|
581
|
-
glBindVertexArray(0);
|
582
|
-
|
583
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
584
|
-
|
585
|
-
|
586
|
-
|
587
|
-
shaderBloomFinal.setDisable();
|
588
|
-
|
589
|
-
|
590
|
-
|
591
|
-
}
|
592
|
-
|
593
|
-
|
594
|
-
|
595
|
-
|
596
|
-
|
597
|
-
|
598
|
-
|
599
|
-
|
600
|
-
|
601
|
-
```
|
539
|
+
```
|
4
タイトルを修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
opengl 正射形行列でBloom
|
1
|
+
opengl 2D 正射形行列でBloomを実装したい。
|
test
CHANGED
File without changes
|
3
文章を修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
opengl Bloomが上手く実装出来ない原因が知りたい。
|
1
|
+
opengl 正射形行列でBloomが上手く実装出来ない原因が知りたい。
|
test
CHANGED
@@ -1,4 +1,4 @@
|
|
1
|
-
提示コードですが画面に何も描画されないのですが何が原因なのでしょうか?
|
1
|
+
提示コードですが画面に何も描画されないのですが何が原因なのでしょうか?正射形行列の2Dで行いたのですがその場合何を変更すればいいのでしょうか?
|
2
2
|
|
3
3
|
|
4
4
|
|
2
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -4,6 +4,10 @@
|
|
4
4
|
|
5
5
|
##### 現状
|
6
6
|
|
7
|
+
描画は正射形行列です。
|
8
|
+
|
9
|
+
シェーダーでは二次元の座標を渡して三次元目は-1にしています。
|
10
|
+
|
7
11
|
他の物が影響している可能性があるためループ部を短縮化
|
8
12
|
|
9
13
|
シェーダーを書き写しライト描画のfor文を消して一つのライトに変更
|
1
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -18,7 +18,7 @@
|
|
18
18
|
|
19
19
|
|
20
20
|
|
21
|
-
|
21
|
+
Github: [https://github.com/Shigurechan/AAEditor](https://github.com/Shigurechan/AAEditor)
|
22
22
|
|
23
23
|
|
24
24
|
|
@@ -50,16 +50,6 @@
|
|
50
50
|
|
51
51
|
|
52
52
|
|
53
|
-
glGenFramebuffers(1, &framebuffer);
|
54
|
-
|
55
|
-
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
56
|
-
|
57
|
-
|
58
|
-
|
59
|
-
|
60
|
-
|
61
|
-
|
62
|
-
|
63
53
|
//カラーバッファ
|
64
54
|
|
65
55
|
glGenFramebuffers(1, &hdrFBO);
|