Add exposure HDR lighting

This commit is contained in:
4VRDriver
2020-09-22 10:40:25 +02:00
parent 34a294dcaf
commit bbd186bca9
13 changed files with 165 additions and 43 deletions

View File

@@ -41,17 +41,56 @@ void Framebuffer::unbind() {
}
void Framebuffer::render() {
shaderProgram->bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, getTextureId());
GLint location = glGetUniformLocation(shaderProgram->getShaderProgramId(), "u_texture");
glUniform1i(location, 0);
// A VAO is necessary although no data is stored in it
GLuint temp_vao;
glGenVertexArrays(1, &temp_vao);
glBindVertexArray(temp_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
shaderProgram->unbind();
// Disable wireframe mode
GLint wireframe;
glGetIntegerv(GL_POLYGON_MODE, &wireframe);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shaderProgram->bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, getTextureId());
GLint location = glGetUniformLocation(shaderProgram->getShaderProgramId(), "u_texture");
glUniform1i(location, 0);
// A VAO is necessary although no data is stored in it
GLuint temp_vao;
glGenVertexArrays(1, &temp_vao);
glBindVertexArray(temp_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glPolygonMode(GL_FRONT_AND_BACK, wireframe);
shaderProgram->unbind();
}
DepthMap::DepthMap(int resolution) {
glGenFramebuffers(1, &depthMapFBO);
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void DepthMap::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
}
void DepthMap::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}