X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fbloom.cpp;h=286730b9c599a782e05ed04faa9294031f5fbfa4;hb=d16abe533233dc15810fe6bdf4a873d36eefc5dc;hp=76460b993885cb7f71162d22fe32b306ad650495;hpb=2e7f19b895424c3a77940e648639f8df2b395d0f;p=libs%2Fgl.git diff --git a/source/bloom.cpp b/source/bloom.cpp index 76460b99..286730b9 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -2,8 +2,8 @@ #include #include "blend.h" #include "bloom.h" -#include "meshbuilder.h" #include "misc.h" +#include "shader.h" #include "tests.h" #include "texunit.h" @@ -11,14 +11,6 @@ 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" @@ -32,14 +24,6 @@ static const char blur_fs[]= " 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" @@ -56,23 +40,29 @@ 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) + 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_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); blur_shdata_common.uniform("source", 0); 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); @@ -82,20 +72,12 @@ Bloom::Bloom(unsigned w, unsigned h): 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(r*3.0f), 9); blur_shdata_common.uniform("size", size); @@ -105,32 +87,33 @@ void Bloom::set_radius(float r) 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(0), true); - Bind unbind_blend(static_cast(0), true); + BindRestore unbind_dtest(static_cast(0)); + BindRestore unbind_blend(static_cast(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); - (i ? blur_shdata_y : blur_shdata_x).apply(); + blur_shdata[i].apply(); quad.draw(); } }