opengl实现Bloom效果

什么是Bloom 参考:http://blog.csdn.net/jxw167/article/details/60764506

本例同时涉及到HDR相关知识:HDR 参考:http://blog.csdn.net/jxw167/article/details/60475929

效果图



渲染入口

#include <windows.h>
#include "glew.h"
#include <stdio.h>
#include <math.h>
#include "utils.h"
#include "GPUProgram.h"
#include "ObjModel.h"
#include "FBO.h"
#include "FullScreenQuad.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glew32.lib")

FBO *fbo=nullptr;
FullScreenQuad fsq; 
GPUProgram *verticalProgram, *HorizontalProgram;

void Blur(GLuint texture,int blurCount)
{

	fbo[0].Bind();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glUseProgram(HorizontalProgram->mProgram);
	glBindTexture(GL_TEXTURE_2D, texture);
	glUniform1i(HorizontalProgram->GetLocation("U_MainTexture"), 0);
	fsq.Draw(HorizontalProgram->GetLocation("pos"), HorizontalProgram->GetLocation("texcoord"));
	fbo[1].Bind();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glUseProgram(verticalProgram->mProgram);
	glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
	glUniform1i(verticalProgram->GetLocation("U_MainTexture"), 0);
	fsq.Draw(verticalProgram->GetLocation("pos"), HorizontalProgram->GetLocation("texcoord"));
	fbo[1].Unbind();

	for (int i=1;i<blurCount;i++)
	{
		fbo[0].Bind();
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glUseProgram(HorizontalProgram->mProgram);
		glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
		glUniform1i(HorizontalProgram->GetLocation("U_MainTexture"), 0);
		fsq.Draw(HorizontalProgram->GetLocation("pos"), HorizontalProgram->GetLocation("texcoord"));
		fbo[1].Bind();
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glUseProgram(verticalProgram->mProgram);
		glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
		glUniform1i(verticalProgram->GetLocation("U_MainTexture"), 0);
		fsq.Draw(verticalProgram->GetLocation("pos"), HorizontalProgram->GetLocation("texcoord"));
		fbo[1].Unbind();
	}
}

LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch (msg)
	{
	case WM_CLOSE:
		PostQuitMessage(0);
		break;
	}
	return DefWindowProc(hwnd,msg,wParam,lParam);
}


INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
{
	WNDCLASSEX wndClass;
	wndClass.cbClsExtra = 0;
	wndClass.cbSize = sizeof(WNDCLASSEX);
	wndClass.cbWndExtra = 0;
	wndClass.hbrBackground = NULL;
	wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
	wndClass.hIcon = NULL;
	wndClass.hIconSm = NULL;
	wndClass.hInstance = hInstance;
	wndClass.lpfnWndProc=GLWindowProc;
	wndClass.lpszClassName = L"OpenGL";
	wndClass.lpszMenuName = NULL;
	wndClass.style = CS_VREDRAW | CS_HREDRAW;
	ATOM atom = RegisterClassEx(&wndClass);

	RECT rect;
	rect.left = 0;
	rect.top = 0;
	rect.right = 1280;
	rect.bottom = 720;
	AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
	HWND hwnd = CreateWindowEx(NULL, L"OpenGL", L"RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, hInstance, NULL);
	HDC dc = GetDC(hwnd);
	PIXELFORMATDESCRIPTOR pfd;
	memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
	pfd.nVersion = 1;
	pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER;
	pfd.iLayerType = PFD_MAIN_PLANE;
	pfd.iPixelType = PFD_TYPE_RGBA;
	pfd.cColorBits = 32;
	pfd.cDepthBits = 24;
	pfd.cStencilBits = 8;

	int pixelFormatID = ChoosePixelFormat(dc, &pfd);

	SetPixelFormat(dc,pixelFormatID,&pfd);

	HGLRC rc = wglCreateContext(dc);
	wglMakeCurrent(dc, rc);
	GetClientRect(hwnd, &rect);
	int viewportWidth = rect.right - rect.left, viewportHeight = rect.bottom - rect.top;
	glewInit();

	GPUProgram originalProgram;
	originalProgram.AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/fullscr
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