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test
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@@ -4,6 +4,10 @@
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#### 現状追記
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`Draw_Final()`関数が実行されることによってpingpongColorbuffers[1]がDraw_Final()のシェーダーによって書き換わることがわかりました。
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##### 説明
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/////コメント部内部がbloom効果を発するコードです。
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gl
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glViewport(0,0, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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sprite->Draw(getViewProjection(), glm::vec3(0, 0, -200), 0, 0.0f, glm::vec2(1.0, 1.0), glm::vec2(0, 0), glm::vec2(100, 100)); //カラーバッファ
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sprite->Draw_Luminance(colorBuffers[0], glm::vec3(0, 0, -200), 0, 0.0f, glm::vec2(1.0, 1.0), glm::vec2(0, 0), glm::vec2(100, 100)); //輝度バッファ
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sprite->Draw_setBlur(quadVertices,quadVAO, quadVBO,colorBuffers[1],pingpongColorbuffers,pingpongFBO); //ブラー
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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sprite->Draw(getViewProjection(), glm::vec3(0, 0, -200), 0, 0.0f, glm::vec2(1.0, 1.0), glm::vec2(0, 0), glm::vec2(100, 100)); //カラーバッファ
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sprite->Draw_Luminance(colorBuffers[0], glm::vec3(0, 0, -200), 0, 0.0f, glm::vec2(1.0, 1.0), glm::vec2(0, 0), glm::vec2(100, 100)); //輝度バッファ
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sprite->Draw_setBlur(quadVertices,quadVAO, quadVBO,colorBuffers[1],pingpongColorbuffers,pingpongFBO); //ブラー
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sprite->Draw_Final(colorBuffers[0], pingpongColorbuffers); //カラーバッファに書き込み
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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glDisable(GL_DEPTH_TEST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//フレームバッファ描画
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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shader.setEnable();
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shader.setUniform1i("hdr", 1);
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//glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
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//glBindTexture(GL_TEXTURE_2D, colorBuffers[1]);
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// glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[0]);
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// glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[1]);
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glActiveTexture(GL_TEXTURE0);
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gl
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glDrawArrays(GL_TRIANGLES, 0, 6);
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shader.setDisable();
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 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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##### Bloom実装部
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```CPP
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// ##################################### テクスチャ描画 #####################################
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void FrameWork::D2::Sprite::Draw(glm::mat4 projection,glm::vec3 position, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end)
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{
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shaderTexture.setEnable();
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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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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vertex->resize(6);
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setAttribute(); //頂点属性 設定
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setNormal(); //法線 設定
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexAttribute) * vertex->size(), vertex->data());
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//Transform
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glm::vec3 pos = position;
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pos.y = (float)FrameWork::windowContext->getSize().y - pos.y - (glm::vec2(end - start).y / 2);
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pos.x = pos.x + (glm::vec2(end - start).x / 2);
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//setPosition(pos); //座標
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setPosition(position);
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//setScale(s + glm::vec2(end - start)); //スケール
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setScale(glm::vec2(100,100)); //スケール
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setRotate(PI / 4); //回転
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//描画
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shaderTexture.setUniform3f("uLightPosition", glm::vec3(0, 0, -199));
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//shaderTexture.setUniform3f("uLightPosition", glm::vec3(0, 0, 10));
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shaderTexture.setUniform3f("uLightColor", glm::vec3(1, 1, 1));
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shaderTexture.setUniform3f("uObjectColor", glm::vec3(1, 0, 0));
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shaderTexture.setUniform3f("uViewPosition", glm::vec3(0, 0, 10));
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shaderTexture.setUniform1f("uAmbientStrength",1.0f);
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shaderTexture.setUniform1f("uSpecularStrength",0.5);
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shaderTexture.setUniform1f("uShininessStrength",256.0);
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shaderTexture.setUniformMatrix4fv("uTranslate",getMatTranslation());
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shaderTexture.setUniformMatrix4fv("uRotate", getMatRotate());
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shaderTexture.setUniformMatrix4fv("uScale", getMatScale());
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shaderTexture.setUniformMatrix4fv("uViewProjection", projection);
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//shaderTexture.setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, (float)FrameWork::windowContext->getSize().x, 0.0f, (float)FrameWork::windowContext->getSize().y));
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//printf("%d\n",textureID.at(texNum));
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//glActiveTexture(GL_TEXTURE0); //テクスチャ有効
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//glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
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glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
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//バインド解除
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//glBindTexture(GL_TEXTURE_2D, 0);
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shaderTexture.setDisable();
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}
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// ##################################### 輝度描画 #####################################
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void FrameWork::D2::Sprite::Draw_Luminance(GLuint texture, glm::vec3 position, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end)
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{
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shaderLuminance.setEnable();
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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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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vertex->resize(6);
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setAttribute(); //頂点属性 設定
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setNormal(); //法線 設定
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexAttribute) * vertex->size(), vertex->data());
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//Transform
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glm::vec3 pos = position;
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pos.y = (float)FrameWork::windowContext->getSize().y - pos.y - (glm::vec2(end - start).y / 2);
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pos.x = pos.x + (glm::vec2(end - start).x / 2);
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//setPosition(pos); //座標
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setPosition(position);
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setScale(s + glm::vec2(end - start)); //スケール
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//setScale(glm::vec2(100,100)); //スケール
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setRotate(r); //回転
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glActiveTexture(GL_TEXTURE0); //テクスチャ有効
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glBindTexture(GL_TEXTURE_2D, texture); //テクスチャバインド
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glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
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//バインド解除
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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shaderLuminance.setDisable();
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}
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// ##################################### bloom ブラー 描画 #####################################
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void FrameWork::D2::Sprite::Draw_setBlur(float vert[24], const GLuint quadVAO, const GLuint quadVBO, const GLint frameBuffer_Luminance, GLuint pingpongColorbuffers[2], GLuint pingpongFBO[2])
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{
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horizontal = 0;
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bool first_iteration = true;
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unsigned int amount = 10;
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setAttribute(); //頂点属性 設定
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glBindVertexArray(vao2);
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glBindBuffer(GL_ARRAY_BUFFER, vbo2);
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horizontal = 0;
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glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[0]);
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shaderBloomBlur.setEnable();
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glBindTexture(GL_TEXTURE_2D, frameBuffer_Luminance);
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glActiveTexture(GL_TEXTURE0);
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shaderBloomBlur.setUniform1i("horizontal", 0);
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glDrawArrays(GL_TRIANGLES, 0, 6); //描画
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glBindTexture(GL_TEXTURE_2D, 0);
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shaderBloomBlur.setDisable();
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horizontal = 1;
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for (int i = 0; i < amount; i++)
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{
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//printf("%d\n",horizontal);
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shaderBloomBlur.setEnable();
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glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
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if (horizontal == 1)
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{
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[0]);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[1]);
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}
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glActiveTexture(GL_TEXTURE0);
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shaderBloomBlur.setUniform1i("horizontal", horizontal);
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glDrawArrays(GL_TRIANGLES, 0, 6); //描画
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444
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+
|
445
|
+
shaderBloomBlur.setDisable();
|
446
|
+
|
447
|
+
glBindTexture(GL_TEXTURE_2D, 0);
|
448
|
+
|
449
|
+
|
450
|
+
|
451
|
+
if (horizontal == 1)
|
452
|
+
|
453
|
+
{
|
454
|
+
|
455
|
+
horizontal = 0;
|
456
|
+
|
457
|
+
}
|
458
|
+
|
459
|
+
else
|
460
|
+
|
461
|
+
{
|
462
|
+
|
463
|
+
horizontal = 1;
|
464
|
+
|
465
|
+
|
466
|
+
|
467
|
+
|
468
|
+
|
469
|
+
}
|
470
|
+
|
471
|
+
}
|
472
|
+
|
473
|
+
|
474
|
+
|
475
|
+
//バインド解除
|
476
|
+
|
477
|
+
glBindVertexArray(0);
|
478
|
+
|
479
|
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
480
|
+
|
481
|
+
glBindTexture(GL_TEXTURE_2D, 0);
|
90
482
|
|
91
483
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
92
484
|
|
93
|
-
|
485
|
+
}
|
486
|
+
|
487
|
+
|
488
|
+
|
489
|
+
|
490
|
+
|
94
|
-
|
491
|
+
// ##################################### ブラーをカラーバッファに書き込み #####################################
|
492
|
+
|
493
|
+
void FrameWork::D2::Sprite::Draw_Final(GLuint frameBuffer, GLuint pingpongColorbuffers[2])
|
494
|
+
|
495
|
+
{
|
496
|
+
|
95
|
-
|
497
|
+
shaderBloomFinal.setEnable();
|
96
|
-
|
498
|
+
|
97
|
-
glBindVertexArray(
|
499
|
+
glBindVertexArray(vao2);
|
98
|
-
|
500
|
+
|
99
|
-
glBindBuffer(GL_ARRAY_BUFFER,
|
501
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo2);
|
100
|
-
|
101
|
-
|
502
|
+
|
102
|
-
|
103
|
-
|
503
|
+
|
104
|
-
|
105
|
-
|
106
|
-
|
107
|
-
|
108
|
-
|
109
|
-
//glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
|
110
|
-
|
111
|
-
//glBindTexture(GL_TEXTURE_2D, colorBuffers[1]);
|
112
|
-
|
113
|
-
// glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
|
114
|
-
|
115
|
-
|
116
|
-
|
117
|
-
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[0]);
|
118
|
-
|
119
|
-
// glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[1]);
|
120
504
|
|
121
505
|
glActiveTexture(GL_TEXTURE0);
|
122
506
|
|
123
|
-
|
507
|
+
glBindTexture(GL_TEXTURE_2D, frameBuffer);
|
508
|
+
|
509
|
+
|
510
|
+
|
511
|
+
glActiveTexture(GL_TEXTURE1);
|
512
|
+
|
513
|
+
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[horizontal]);
|
514
|
+
|
515
|
+
|
516
|
+
|
517
|
+
shaderBloomFinal.setUniform1i("bloom", 1);
|
518
|
+
|
519
|
+
shaderBloomFinal.setUniform1f("exposure", 2.0f);
|
520
|
+
|
521
|
+
|
124
522
|
|
125
523
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
126
524
|
|
127
|
-
shader.setDisable();
|
128
|
-
|
129
525
|
|
130
526
|
|
131
527
|
glBindVertexArray(0);
|
132
528
|
|
133
529
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
134
530
|
|
135
|
-
|
531
|
+
|
136
|
-
|
532
|
+
|
137
|
-
shado
|
533
|
+
shaderBloomFinal.setDisable();
|
534
|
+
|
535
|
+
|
138
536
|
|
139
537
|
}
|
140
538
|
|
141
539
|
|
142
540
|
|
541
|
+
|
542
|
+
|
143
543
|
```
|
144
544
|
|
145
545
|
|
146
546
|
|
147
|
-
#####
|
547
|
+
##### Draw_Final()シェーダー部
|
148
|
-
|
548
|
+
|
149
|
-
```
|
549
|
+
```glsl
|
150
|
-
|
151
|
-
|
152
|
-
|
153
|
-
|
154
|
-
|
550
|
+
|
155
|
-
/
|
551
|
+
/*#########################################################################
|
552
|
+
|
156
|
-
|
553
|
+
# バーティックスシェーダー
|
554
|
+
|
555
|
+
###########################################################################*/
|
556
|
+
|
557
|
+
|
558
|
+
|
157
|
-
|
559
|
+
layout (location = 0) in vec2 vertexPosition;
|
560
|
+
|
561
|
+
layout (location = 1) in vec2 vertexUV;
|
562
|
+
|
563
|
+
|
564
|
+
|
565
|
+
out vec2 TexCoords;
|
566
|
+
|
567
|
+
|
568
|
+
|
569
|
+
void main()
|
158
570
|
|
159
571
|
{
|
160
572
|
|
161
|
-
|
162
|
-
|
163
|
-
shaderTexture.setEnable();
|
164
|
-
|
165
|
-
glBindVertexArray(vao);
|
166
|
-
|
167
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
168
|
-
|
169
|
-
|
170
|
-
|
171
|
-
startSize = start; //テクスチャ始点
|
172
|
-
|
173
|
-
endSize = end; //テクスチャ終点
|
174
|
-
|
175
|
-
|
176
|
-
|
177
|
-
|
573
|
+
TexCoords = vertexUV;
|
178
|
-
|
179
|
-
|
574
|
+
|
180
|
-
|
181
|
-
|
182
|
-
|
183
|
-
setNormal(); //法線 設定
|
184
|
-
|
185
|
-
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexAttribute) * vertex->size(), vertex->data());
|
186
|
-
|
187
|
-
|
188
|
-
|
189
|
-
//Transform
|
190
|
-
|
191
|
-
glm::vec3 pos = position;
|
192
|
-
|
193
|
-
pos.y = (float)FrameWork::windowContext->getSize().y - pos.y - (glm::vec2(end - start).y / 2);
|
194
|
-
|
195
|
-
pos.x = pos.x + (glm::vec2(end - start).x / 2);
|
196
|
-
|
197
|
-
//setPosition(pos); //座標
|
198
|
-
|
199
|
-
|
200
|
-
|
201
|
-
|
202
|
-
|
203
|
-
|
575
|
+
gl_Position = vec4(vertexPosition,-1.0, 1.0);
|
204
|
-
|
205
|
-
|
206
|
-
|
207
|
-
//setScale(s + glm::vec2(end - start)); //スケール
|
208
|
-
|
209
|
-
setScale(glm::vec2(100,100)); //スケール
|
210
|
-
|
211
|
-
setRotate(PI / 4); //回転
|
212
|
-
|
213
|
-
|
214
|
-
|
215
|
-
//描画
|
216
|
-
|
217
|
-
|
218
|
-
|
219
|
-
shaderTexture.setUniform3f("uLightPosition", glm::vec3(0, 0, -199));
|
220
|
-
|
221
|
-
//shaderTexture.setUniform3f("uLightPosition", glm::vec3(0, 0, 10));
|
222
|
-
|
223
|
-
|
224
|
-
|
225
|
-
shaderTexture.setUniform3f("uLightColor", glm::vec3(1, 1, 1));
|
226
|
-
|
227
|
-
shaderTexture.setUniform3f("uObjectColor", glm::vec3(1, 0, 0));
|
228
|
-
|
229
|
-
shaderTexture.setUniform3f("uViewPosition", glm::vec3(0, 0, 10));
|
230
|
-
|
231
|
-
shaderTexture.setUniform1f("uAmbientStrength",1.0f);
|
232
|
-
|
233
|
-
shaderTexture.setUniform1f("uSpecularStrength",0.5);
|
234
|
-
|
235
|
-
shaderTexture.setUniform1f("uShininessStrength",256.0);
|
236
|
-
|
237
|
-
|
238
|
-
|
239
|
-
shaderTexture.setUniformMatrix4fv("uTranslate",getMatTranslation());
|
240
|
-
|
241
|
-
shaderTexture.setUniformMatrix4fv("uRotate", getMatRotate());
|
242
|
-
|
243
|
-
shaderTexture.setUniformMatrix4fv("uScale", getMatScale());
|
244
|
-
|
245
|
-
shaderTexture.setUniformMatrix4fv("uViewProjection", projection);
|
246
|
-
|
247
|
-
//shaderTexture.setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, (float)FrameWork::windowContext->getSize().x, 0.0f, (float)FrameWork::windowContext->getSize().y));
|
248
|
-
|
249
|
-
//printf("%d\n",textureID.at(texNum));
|
250
|
-
|
251
|
-
|
252
|
-
|
253
|
-
//glActiveTexture(GL_TEXTURE0); //テクスチャ有効
|
254
|
-
|
255
|
-
//glBindTexture(GL_TEXTURE_2D, textureID.at(texNum)); //テクスチャバインド
|
256
|
-
|
257
|
-
|
258
|
-
|
259
|
-
|
260
|
-
|
261
|
-
|
262
|
-
|
263
|
-
glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
264
|
-
|
265
|
-
|
266
|
-
|
267
|
-
//バインド解除
|
268
|
-
|
269
|
-
glBindVertexArray(0);
|
270
|
-
|
271
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
272
|
-
|
273
|
-
//glBindTexture(GL_TEXTURE_2D, 0);
|
274
|
-
|
275
|
-
|
276
|
-
|
277
|
-
shaderTexture.setDisable();
|
278
576
|
|
279
577
|
}
|
280
578
|
|
281
|
-
|
282
|
-
|
283
|
-
|
284
|
-
|
285
|
-
|
286
|
-
|
287
|
-
|
288
|
-
|
289
|
-
|
290
|
-
|
291
|
-
|
292
|
-
|
293
|
-
|
294
|
-
|
295
|
-
|
296
|
-
|
297
|
-
|
298
|
-
|
299
|
-
|
300
|
-
|
301
|
-
|
302
|
-
|
303
|
-
|
304
|
-
|
305
|
-
|
306
|
-
|
307
|
-
|
308
|
-
|
309
|
-
|
310
|
-
|
311
|
-
|
312
|
-
|
313
|
-
|
314
|
-
|
315
|
-
|
316
|
-
|
317
|
-
|
318
|
-
|
319
|
-
|
320
|
-
|
321
|
-
|
322
|
-
|
323
|
-
|
324
|
-
|
325
|
-
|
326
|
-
|
327
|
-
|
328
|
-
|
329
|
-
|
330
|
-
|
331
|
-
|
332
|
-
|
333
|
-
|
334
|
-
|
335
|
-
|
336
|
-
|
337
|
-
|
338
|
-
|
339
|
-
|
340
|
-
|
341
|
-
|
342
|
-
|
343
|
-
|
344
|
-
|
345
|
-
|
346
|
-
|
347
|
-
|
348
|
-
|
349
|
-
|
350
|
-
|
351
|
-
|
352
|
-
|
353
|
-
|
354
|
-
|
355
|
-
glDrawArrays(GL_TRIANGLES, 0, vertex->size()); //描画
|
356
|
-
|
357
|
-
|
358
|
-
|
359
|
-
//バインド解除
|
360
|
-
|
361
|
-
glBindVertexArray(0);
|
362
|
-
|
363
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
364
|
-
|
365
|
-
glBindTexture(GL_TEXTURE_2D, 0);
|
366
|
-
|
367
|
-
|
368
|
-
|
369
|
-
shaderLuminance.setDisable();
|
579
|
+
```
|
580
|
+
|
581
|
+
```glsl
|
582
|
+
|
583
|
+
/*#########################################################################
|
584
|
+
|
585
|
+
# フラグメントシェーダー
|
586
|
+
|
587
|
+
###########################################################################*/
|
588
|
+
|
589
|
+
|
590
|
+
|
591
|
+
out vec4 FragColor;
|
592
|
+
|
593
|
+
//layout(location = 0) out vec4 FragColor;
|
594
|
+
|
595
|
+
|
596
|
+
|
597
|
+
in vec2 TexCoords;
|
598
|
+
|
599
|
+
|
600
|
+
|
601
|
+
uniform sampler2D scene;
|
602
|
+
|
603
|
+
uniform sampler2D bloomBlur;
|
604
|
+
|
605
|
+
uniform int bloom;
|
606
|
+
|
607
|
+
uniform float exposure;
|
608
|
+
|
609
|
+
|
610
|
+
|
611
|
+
void main()
|
612
|
+
|
613
|
+
{
|
614
|
+
|
615
|
+
const float gamma = 2.2;
|
616
|
+
|
617
|
+
vec3 hdrColor = texture(scene, TexCoords).rgb;
|
618
|
+
|
619
|
+
vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
|
620
|
+
|
621
|
+
if(bloom == 1)
|
622
|
+
|
623
|
+
{
|
624
|
+
|
625
|
+
hdrColor += bloomColor; // additive blending
|
626
|
+
|
627
|
+
}
|
628
|
+
|
629
|
+
|
630
|
+
|
631
|
+
// tone mapping
|
632
|
+
|
633
|
+
vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
|
634
|
+
|
635
|
+
// also gamma correct while we're at it
|
636
|
+
|
637
|
+
|
638
|
+
|
639
|
+
result = pow(result, vec3(1.0 / gamma));
|
640
|
+
|
641
|
+
FragColor = vec4(result, 1.0);
|
642
|
+
|
643
|
+
// FragColor = vec4(hdrColor, 1.0);
|
644
|
+
|
645
|
+
|
370
646
|
|
371
647
|
}
|
372
648
|
|
373
|
-
|
374
|
-
|
375
|
-
// ##################################### bloom ブラー 描画 #####################################
|
376
|
-
|
377
|
-
void FrameWork::D2::Sprite::Draw_setBlur(float vert[24], const GLuint quadVAO, const GLuint quadVBO, const GLint frameBuffer_Luminance, GLuint pingpongColorbuffers[2], GLuint pingpongFBO[2])
|
378
|
-
|
379
|
-
{
|
380
|
-
|
381
|
-
horizontal = 0;
|
382
|
-
|
383
|
-
bool first_iteration = true;
|
384
|
-
|
385
|
-
unsigned int amount = 10;
|
386
|
-
|
387
|
-
setAttribute(); //頂点属性 設定
|
388
|
-
|
389
|
-
|
390
|
-
|
391
|
-
|
392
|
-
|
393
|
-
glBindVertexArray(vao2);
|
394
|
-
|
395
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo2);
|
396
|
-
|
397
|
-
|
398
|
-
|
399
|
-
|
400
|
-
|
401
|
-
horizontal = 0;
|
402
|
-
|
403
|
-
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[0]);
|
404
|
-
|
405
|
-
shaderBloomBlur.setEnable();
|
406
|
-
|
407
|
-
glBindTexture(GL_TEXTURE_2D, frameBuffer_Luminance);
|
408
|
-
|
409
|
-
glActiveTexture(GL_TEXTURE0);
|
410
|
-
|
411
|
-
shaderBloomBlur.setUniform1i("horizontal", 0);
|
412
|
-
|
413
|
-
glDrawArrays(GL_TRIANGLES, 0, 6); //描画
|
414
|
-
|
415
|
-
glBindTexture(GL_TEXTURE_2D, 0);
|
416
|
-
|
417
|
-
shaderBloomBlur.setDisable();
|
418
|
-
|
419
|
-
|
420
|
-
|
421
|
-
horizontal = 1;
|
422
|
-
|
423
|
-
for (int i = 0; i < amount; i++)
|
424
|
-
|
425
|
-
{
|
426
|
-
|
427
|
-
//printf("%d\n",horizontal);
|
428
|
-
|
429
|
-
shaderBloomBlur.setEnable();
|
430
|
-
|
431
|
-
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
432
|
-
|
433
|
-
|
434
|
-
|
435
|
-
if (horizontal == 1)
|
436
|
-
|
437
|
-
{
|
438
|
-
|
439
|
-
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[0]);
|
440
|
-
|
441
|
-
}
|
442
|
-
|
443
|
-
else
|
444
|
-
|
445
|
-
{
|
446
|
-
|
447
|
-
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[1]);
|
448
|
-
|
449
|
-
|
450
|
-
|
451
|
-
}
|
452
|
-
|
453
|
-
|
454
|
-
|
455
|
-
glActiveTexture(GL_TEXTURE0);
|
456
|
-
|
457
|
-
shaderBloomBlur.setUniform1i("horizontal", horizontal);
|
458
|
-
|
459
|
-
glDrawArrays(GL_TRIANGLES, 0, 6); //描画
|
460
|
-
|
461
|
-
shaderBloomBlur.setDisable();
|
462
|
-
|
463
|
-
glBindTexture(GL_TEXTURE_2D, 0);
|
464
|
-
|
465
|
-
|
466
|
-
|
467
|
-
if (horizontal == 1)
|
468
|
-
|
469
|
-
{
|
470
|
-
|
471
|
-
horizontal = 0;
|
472
|
-
|
473
|
-
}
|
474
|
-
|
475
|
-
else
|
476
|
-
|
477
|
-
{
|
478
|
-
|
479
|
-
horizontal = 1;
|
480
|
-
|
481
|
-
|
482
|
-
|
483
|
-
|
484
|
-
|
485
|
-
}
|
486
|
-
|
487
|
-
}
|
488
|
-
|
489
|
-
|
490
|
-
|
491
|
-
//バインド解除
|
492
|
-
|
493
|
-
glBindVertexArray(0);
|
494
|
-
|
495
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
496
|
-
|
497
|
-
glBindTexture(GL_TEXTURE_2D, 0);
|
498
|
-
|
499
|
-
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
500
|
-
|
501
|
-
}
|
502
|
-
|
503
|
-
|
504
|
-
|
505
|
-
|
506
|
-
|
507
|
-
// ##################################### ブラーをカラーバッファに書き込み #####################################
|
508
|
-
|
509
|
-
void FrameWork::D2::Sprite::Draw_Final(GLuint frameBuffer, GLuint pingpongColorbuffers[2])
|
510
|
-
|
511
|
-
{
|
512
|
-
|
513
|
-
shaderBloomFinal.setEnable();
|
514
|
-
|
515
|
-
glBindVertexArray(vao2);
|
516
|
-
|
517
|
-
glBindBuffer(GL_ARRAY_BUFFER, vbo2);
|
518
|
-
|
519
|
-
|
520
|
-
|
521
|
-
glActiveTexture(GL_TEXTURE0);
|
522
|
-
|
523
|
-
glBindTexture(GL_TEXTURE_2D, frameBuffer);
|
524
|
-
|
525
|
-
|
526
|
-
|
527
|
-
glActiveTexture(GL_TEXTURE1);
|
528
|
-
|
529
|
-
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[horizontal]);
|
530
|
-
|
531
|
-
|
532
|
-
|
533
|
-
shaderBloomFinal.setUniform1i("bloom", 1);
|
534
|
-
|
535
|
-
shaderBloomFinal.setUniform1f("exposure", 2.0f);
|
536
|
-
|
537
|
-
|
538
|
-
|
539
|
-
glDrawArrays(GL_TRIANGLES, 0, 6);
|
540
|
-
|
541
|
-
|
542
|
-
|
543
|
-
glBindVertexArray(0);
|
544
|
-
|
545
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
546
|
-
|
547
|
-
|
548
|
-
|
549
|
-
shaderBloomFinal.setDisable();
|
550
|
-
|
551
|
-
|
552
|
-
|
553
|
-
}
|
554
|
-
|
555
|
-
|
556
|
-
|
557
|
-
|
558
|
-
|
559
649
|
```
|
560
|
-
|
561
|
-
|
562
|
-
|
563
|
-
##### Draw_Final()シェーダー部
|
564
|
-
|
565
|
-
```glsl
|
566
|
-
|
567
|
-
/*#########################################################################
|
568
|
-
|
569
|
-
# バーティックスシェーダー
|
570
|
-
|
571
|
-
###########################################################################*/
|
572
|
-
|
573
|
-
|
574
|
-
|
575
|
-
layout (location = 0) in vec2 vertexPosition;
|
576
|
-
|
577
|
-
layout (location = 1) in vec2 vertexUV;
|
578
|
-
|
579
|
-
|
580
|
-
|
581
|
-
out vec2 TexCoords;
|
582
|
-
|
583
|
-
|
584
|
-
|
585
|
-
void main()
|
586
|
-
|
587
|
-
{
|
588
|
-
|
589
|
-
TexCoords = vertexUV;
|
590
|
-
|
591
|
-
gl_Position = vec4(vertexPosition,-1.0, 1.0);
|
592
|
-
|
593
|
-
}
|
594
|
-
|
595
|
-
```
|
596
|
-
|
597
|
-
```glsl
|
598
|
-
|
599
|
-
/*#########################################################################
|
600
|
-
|
601
|
-
# フラグメントシェーダー
|
602
|
-
|
603
|
-
###########################################################################*/
|
604
|
-
|
605
|
-
|
606
|
-
|
607
|
-
out vec4 FragColor;
|
608
|
-
|
609
|
-
//layout(location = 0) out vec4 FragColor;
|
610
|
-
|
611
|
-
|
612
|
-
|
613
|
-
in vec2 TexCoords;
|
614
|
-
|
615
|
-
|
616
|
-
|
617
|
-
uniform sampler2D scene;
|
618
|
-
|
619
|
-
uniform sampler2D bloomBlur;
|
620
|
-
|
621
|
-
uniform int bloom;
|
622
|
-
|
623
|
-
uniform float exposure;
|
624
|
-
|
625
|
-
|
626
|
-
|
627
|
-
void main()
|
628
|
-
|
629
|
-
{
|
630
|
-
|
631
|
-
const float gamma = 2.2;
|
632
|
-
|
633
|
-
vec3 hdrColor = texture(scene, TexCoords).rgb;
|
634
|
-
|
635
|
-
vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
|
636
|
-
|
637
|
-
if(bloom == 1)
|
638
|
-
|
639
|
-
{
|
640
|
-
|
641
|
-
hdrColor += bloomColor; // additive blending
|
642
|
-
|
643
|
-
}
|
644
|
-
|
645
|
-
|
646
|
-
|
647
|
-
// tone mapping
|
648
|
-
|
649
|
-
vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
|
650
|
-
|
651
|
-
// also gamma correct while we're at it
|
652
|
-
|
653
|
-
|
654
|
-
|
655
|
-
result = pow(result, vec3(1.0 / gamma));
|
656
|
-
|
657
|
-
FragColor = vec4(result, 1.0);
|
658
|
-
|
659
|
-
// FragColor = vec4(hdrColor, 1.0);
|
660
|
-
|
661
|
-
|
662
|
-
|
663
|
-
}
|
664
|
-
|
665
|
-
```
|