-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#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=-size; i<=size; ++i)\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"
- "}";
-
-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),
- combine_shader(combine_vs, combine_fs),
- 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[0].uniform(loc, 1.0f/w, 0.0f);
- blur_shdata[1].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);
- loc=blur_shader.get_uniform_location("source");
for(unsigned i=0; i<2; ++i)
- {
- blur_shdata[i].uniform(loc, 0);
- tex[i].storage(RGB16F, w, h, 0);
- tex[i].image(0, RGB, UNSIGNED_BYTE, 0);
- tex[i].set_min_filter(NEAREST);
- }
+ target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
+
+ common_shdata.uniform("source", 0);
+ common_shdata.uniform("blurred", 1);
- combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1);
- combine_shdata.uniform(combine_shader.get_uniform_location("blurred"), 0);
+ combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR));
set_radius(2.0f);
set_strength(0.2f);
+}
- MeshBuilder mbld(quad);
- mbld.begin(QUADS);
- mbld.vertex(0, 0);
- mbld.vertex(1, 0);
- mbld.vertex(1, 1);
- mbld.vertex(0, 1);
- 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);
- int loc=blur_shader.get_uniform_location("size");
- blur_shdata[0].uniform(loc, size);
- blur_shdata[1].uniform(loc, size);
+ int size = min(static_cast<int>(r*3.0f), 9);
+ common_shdata.uniform("size", 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;
- blur_shdata[0].uniform(loc, f);
- blur_shdata[1].uniform(loc, f);
- }
+ 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(combine_shader.get_uniform_location("strength"), s);
+ throw invalid_argument("Bloom::set_strength");
+ common_shdata.uniform("strength", s);
}
-void Bloom::render(const Texture2D &src)
+void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
{
- const Framebuffer *dest=Framebuffer::current();
- blur_shader.bind();
- fbo.bind();
- src.bind_to(0);
+ Renderer::Push push(renderer);
+ renderer.set_shader_program(&blur_shader, &common_shdata);
for(unsigned i=0; i<2; ++i)
{
- fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
- blur_shdata[i].apply();
- quad.draw();
- tex[i].bind_to(0);
+ 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);
}
- if(dest)
- dest->bind();
- else
- Framebuffer::unbind();
-
- combine_shader.bind();
- combine_shdata.apply();
- src.bind_to(1);
- quad.draw();
- Program::unbind();
- Texture::unbind();
- TexUnit::activate(0);
- Texture::unbind();
+ combine_texturing.attach(0, src);
+ renderer.set_texturing(&combine_texturing);
+ renderer.set_shader_program(&combine_shader);
+ quad.draw(renderer);
}
} // namespace GL