#include <cmath>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
#include "blend.h"
#include "bloom.h"
-#include "meshbuilder.h"
#include "misc.h"
+#include "renderer.h"
+#include "shader.h"
#include "tests.h"
#include "texunit.h"
using namespace std;
-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"
- "uniform float factors[19];\n"
- "uniform int size;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
- " for(int i=0; i<=size*2; ++i)\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"
- "uniform float strength;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n"
- "}";
-
-}
-
namespace Msp {
namespace GL {
Bloom::Bloom(unsigned w, unsigned h):
- blur_shader(blur_vs, blur_fs),
- blur_shdata_common(blur_shader),
- blur_shdata_x(blur_shader),
- blur_shdata_y(blur_shader),
- combine_shader(combine_vs, combine_fs),
- combine_shdata(combine_shader),
- quad(VERTEX2)
+ blur_shader("bloom_blur.glsl"),
+ combine_shader("bloom_combine.glsl"),
+ quad(get_fullscreen_quad())
{
- int loc = blur_shader.get_uniform_location("delta");
- blur_shdata_x.uniform(loc, 1.0f/w, 0.0f);
- blur_shdata_y.uniform(loc, 0.0f, 1.0f/h);
+ blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
+ blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
- blur_shdata_common.uniform("source", 0);
for(unsigned i=0; i<2; ++i)
- {
- tex[i].set_min_filter(NEAREST);
- tex[i].storage(RGB16F, w, h);
- }
+ target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
- combine_shdata.uniform("source", 1);
- combine_shdata.uniform("blurred", 0);
+ common_shdata.uniform("source", 0);
+ common_shdata.uniform("blurred", 1);
- combine_texturing.attach(0, tex[1]);
+ combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR));
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();
+Bloom::~Bloom()
+{
+ for(unsigned i=0; i<2; ++i)
+ delete target[i];
}
void Bloom::set_radius(float r)
{
if(r<=0.0f)
- throw InvalidParameterValue("Radius must be positive");
+ throw invalid_argument("Bloom::set_radius");
int size = min(static_cast<int>(r*3.0f), 9);
- blur_shdata_common.uniform("size", size);
+ common_shdata.uniform("size", size);
vector<float> factors(size*2+1);
float sum = 0.0f;
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;
+
+ common_shdata.uniform1_array("factors", size*2+1, &factors.front());
}
void Bloom::set_strength(float s)
{
if(s<0.0f || s>1.0f)
- throw InvalidParameterValue("Strength must be in the range [0.0, 1.0]");
- combine_shdata.uniform("strength", s);
+ throw invalid_argument("Bloom::set_strength");
+ common_shdata.uniform("strength", s);
}
-void Bloom::render(const Texture2D &src, const Texture2D &)
+void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
{
- Bind unbind_dtest(static_cast<DepthTest *>(0), true);
- Bind unbind_blend(static_cast<Blend *>(0), true);
-
+ Renderer::Push push(renderer);
+ renderer.set_shader_program(&blur_shader, &common_shdata);
+ for(unsigned i=0; i<2; ++i)
{
- Bind bind_shader(blur_shader);
- blur_shdata_common.apply();
- Bind bind_fbo(fbo, true);
- for(unsigned i=0; i<2; ++i)
- {
- Bind bind_tex(i ? tex[0] : src);
- fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
- (i ? blur_shdata_y : blur_shdata_x).apply();
- quad.draw();
- }
+ BindRestore bind_fbo(target[i]->get_framebuffer());
+ Renderer::Push push2(renderer);
+ renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src);
+ renderer.add_shader_data(blur_shdata[i]);
+ quad.draw(renderer);
}
- combine_texturing.attach(1, src);
- Bind bind_texturing(combine_texturing);
- Bind bind_shader(combine_shader);
- combine_shdata.apply();
- quad.draw();
+ combine_texturing.attach(0, src);
+ renderer.set_texturing(&combine_texturing);
+ renderer.set_shader_program(&combine_shader);
+ quad.draw(renderer);
}
} // namespace GL