#include <cmath>
#include <msp/strings/formatter.h>
+#include "blend.h"
#include "bloom.h"
#include "meshbuilder.h"
+#include "misc.h"
+#include "tests.h"
#include "texunit.h"
using namespace std;
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
- " gl_Position=vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
- " texcoord=gl_Vertex.xy;\n"
+ " gl_Position = vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
+ " texcoord = gl_Vertex.xy;\n"
"}";
static const char blur_fs[]=
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
- " gl_FragColor=vec4(0.0, 0.0, 0.0, 0.0);\n"
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=-size; i<=size; ++i)\n"
- " gl_FragColor+=texture2D(source, texcoord+delta*i)*factors[i+size];\n"
+ " gl_FragColor += texture2D(source, texcoord+delta*i)*factors[i+size];\n"
"}";
static const char combine_vs[]=
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
- " gl_Position=vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
- " texcoord=gl_Vertex.xy;\n"
+ " gl_Position = vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
+ " texcoord = gl_Vertex.xy;\n"
"}";
static const char combine_fs[]=
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
- " gl_FragColor=mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);"
+ " gl_FragColor = mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n"
"}";
}
combine_shader(combine_vs, combine_fs),
quad(VERTEX2)
{
- int loc=blur_shader.get_uniform_location("delta");
+ int loc = blur_shader.get_uniform_location("delta");
blur_shdata[0].uniform(loc, 1.0f/w, 0.0f);
blur_shdata[1].uniform(loc, 0.0f, 1.0f/h);
- loc=blur_shader.get_uniform_location("source");
+ loc = blur_shader.get_uniform_location("source");
for(unsigned i=0; i<2; ++i)
{
blur_shdata[i].uniform(loc, 0);
+ tex[i].set_min_filter(NEAREST);
tex[i].storage(RGB16F, w, h, 0);
tex[i].image(0, RGB, UNSIGNED_BYTE, 0);
- tex[i].set_min_filter(NEAREST);
}
combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1);
if(r<=0.0f)
throw InvalidParameterValue("Radius must be positive");
- int size=min(static_cast<int>(r*3.0f), 9);
- int loc=blur_shader.get_uniform_location("size");
+ int size = min(static_cast<int>(r*3.0f), 9);
+ int loc = blur_shader.get_uniform_location("size");
blur_shdata[0].uniform(loc, size);
blur_shdata[1].uniform(loc, size);
vector<float> factors(size*2+1);
- float sum=0.0f;
- r=2*r*r;
+ float sum = 0.0f;
+ r = 2*r*r;
for(int i=-size; i<=size; ++i)
- sum+=(factors[size+i]=exp(-i*i/r));
+ sum += (factors[size+i] = exp(-i*i/r));
for(int i=0; i<=size*2; ++i)
{
- loc=blur_shader.get_uniform_location(format("factors[%d]", i));
- float f=factors[i]/sum;
+ loc = blur_shader.get_uniform_location(format("factors[%d]", i));
+ float f = factors[i]/sum;
blur_shdata[0].uniform(loc, f);
blur_shdata[1].uniform(loc, f);
}
void Bloom::render(const Texture2D &src)
{
- const Framebuffer *dest=Framebuffer::current();
+ const Framebuffer *dest = Framebuffer::current();
blur_shader.bind();
fbo.bind();
src.bind_to(0);
+ Bind unbind_dtest(static_cast<DepthTest *>(0), true);
+ Bind unbind_blend(static_cast<Blend *>(0), true);
for(unsigned i=0; i<2; ++i)
{
fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
src.bind_to(1);
quad.draw();
Program::unbind();
- Texture::unbind();
- TexUnit::activate(0);
- Texture::unbind();
+ Texture::unbind_from(1);
+ Texture::unbind_from(0);
}
} // namespace GL