X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fbloom.cpp;h=733b14a2e5a0fe5245c4b7a362bbc802f6b40916;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=0e5ce9d616d9f6827aec8b80b029e87c15e0aba0;hpb=656b4577fccfb02bea747871e5ab10148f002443;p=libs%2Fgl.git diff --git a/source/bloom.cpp b/source/bloom.cpp index 0e5ce9d6..733b14a2 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -1,159 +1,91 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include -#include +#include #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"); + blur_shdata_common.uniform("source", 0); for(unsigned i=0; i<2; ++i) { - blur_shdata[i].uniform(loc, 0); 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(combine_shader.get_uniform_location("source"), 1); - combine_shdata.uniform(combine_shader.get_uniform_location("blurred"), 0); + combine_shdata.uniform("source", 1); + combine_shdata.uniform("blurred", 0); + + combine_texturing.attach(0, tex[1]); 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(); } 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(r*3.0f), 9); - int loc = blur_shader.get_uniform_location("size"); - blur_shdata[0].uniform(loc, size); - blur_shdata[1].uniform(loc, size); + blur_shdata_common.uniform("size", size); vector 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) - { - 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; + + 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 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"); + combine_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); - Bind unbind_dtest(static_cast(0), true); - Bind unbind_blend(static_cast(0), true); - 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); + Renderer::Push push(renderer); + renderer.set_shader_program(&blur_shader, &blur_shdata_common); + for(unsigned i=0; i<2; ++i) + { + BindRestore bind_fbo(fbo[i]); + Renderer::Push push2(renderer); + renderer.set_texture(i ? &tex[0] : &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_from(1); - Texture::unbind_from(0); + Renderer::Push push(renderer); + combine_texturing.attach(1, src); + renderer.set_texturing(&combine_texturing); + renderer.set_shader_program(&combine_shader, &combine_shdata); + quad.draw(renderer); } } // namespace GL