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