#include <msp/strings/format.h>
#include "blend.h"
#include "bloom.h"
-#include "meshbuilder.h"
#include "misc.h"
+#include "shader.h"
#include "tests.h"
#include "texunit.h"
namespace {
-static const char blur_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"
- "}";
-
static const char blur_fs[]=
"uniform sampler2D source;\n"
"uniform vec2 delta;\n"
" gl_FragColor += texture2D(source, texcoord+delta*float(i-size))*factors[i];\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"
- "}";
-
static const char combine_fs[]=
"uniform sampler2D source;\n"
"uniform sampler2D blurred;\n"
namespace GL {
Bloom::Bloom(unsigned w, unsigned h):
- blur_shader(blur_vs, blur_fs),
- combine_shader(combine_vs, combine_fs),
- quad(VERTEX2)
+ quad(get_fullscreen_quad())
{
+ blur_shader.attach_shader(get_fullscreen_vertex_shader());
+ blur_shader.attach_shader_owned(new FragmentShader(blur_fs));
+ blur_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
+ blur_shader.link();
+
+ combine_shader.attach_shader(get_fullscreen_vertex_shader());
+ combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
+ combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
+ combine_shader.link();
+
blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
for(unsigned i=0; i<2; ++i)
{
tex[i].set_min_filter(NEAREST);
+ tex[i].set_wrap(CLAMP_TO_EDGE);
tex[i].storage(RGB16F, w, h);
+ fbo[i].attach(COLOR_ATTACHMENT0, tex[i], 0);
+ fbo[i].require_complete();
}
combine_shdata.uniform("source", 1);
set_radius(2.0f);
set_strength(0.2f);
-
- MeshBuilder mbld(quad);
- mbld.begin(TRIANGLE_STRIP);
- mbld.vertex(0, 1);
- mbld.vertex(0, 0);
- mbld.vertex(1, 1);
- mbld.vertex(1, 0);
- mbld.end();
}
void Bloom::set_radius(float r)
{
if(r<=0.0f)
- throw out_of_range("Bloom::set_radius");
+ throw invalid_argument("Bloom::set_radius");
int size = min(static_cast<int>(r*3.0f), 9);
blur_shdata_common.uniform("size", size);
r = 2*r*r;
for(int i=-size; i<=size; ++i)
sum += (factors[size+i] = exp(-i*i/r));
-
for(int i=0; i<=size*2; ++i)
- blur_shdata_common.uniform(format("factors[%d]", i), factors[i]/sum);
+ factors[i] /= sum;
+
+ blur_shdata_common.uniform1_array("factors", size*2+1, &factors.front());
}
void Bloom::set_strength(float s)
{
if(s<0.0f || s>1.0f)
- throw out_of_range("Bloom::set_strength");
+ throw invalid_argument("Bloom::set_strength");
combine_shdata.uniform("strength", s);
}
void Bloom::render(const Texture2D &src, const Texture2D &)
{
- Bind unbind_dtest(static_cast<DepthTest *>(0), true);
- Bind unbind_blend(static_cast<Blend *>(0), true);
+ BindRestore unbind_dtest(static_cast<DepthTest *>(0));
+ BindRestore unbind_blend(static_cast<Blend *>(0));
+ Bind bind_mesh(quad);
{
Bind bind_shader(blur_shader);
blur_shdata_common.apply();
- Bind bind_fbo(fbo, true);
for(unsigned i=0; i<2; ++i)
{
+ BindRestore bind_fbo(fbo[i]);
Bind bind_tex(i ? tex[0] : src);
- fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
blur_shdata[i].apply();
quad.draw();
}