X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fbloom.cpp;h=733b14a2e5a0fe5245c4b7a362bbc802f6b40916;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=896147c2e885074620866da9e9e8dacb836ad1a6;hpb=86af62e6f5a743a08c04dde873f51802af5982c4;p=libs%2Fgl.git diff --git a/source/bloom.cpp b/source/bloom.cpp index 896147c2..733b14a2 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -3,53 +3,21 @@ #include "blend.h" #include "bloom.h" #include "misc.h" +#include "renderer.h" #include "shader.h" #include "tests.h" #include "texunit.h" using namespace std; -namespace { - -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_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("bloom_blur.glsl"), + combine_shader("bloom_combine.glsl"), quad(get_fullscreen_quad()) { - blur_shader.attach_shader(get_fullscreen_vertex_shader()); - blur_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, blur_fs)); - blur_shader.link(); - - combine_shader.attach_shader(get_fullscreen_vertex_shader()); - combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs)); - combine_shader.link(); - blur_shdata[0].uniform("delta", 1.0f/w, 0.0f); blur_shdata[1].uniform("delta", 0.0f, 1.0f/h); @@ -57,7 +25,10 @@ Bloom::Bloom(unsigned w, unsigned 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); @@ -72,7 +43,7 @@ Bloom::Bloom(unsigned w, unsigned h): 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); @@ -82,41 +53,39 @@ 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 &) +void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &) { - Bind unbind_dtest(static_cast(0), true); - Bind unbind_blend(static_cast(0), true); - { - Bind bind_shader(blur_shader); - blur_shdata_common.apply(); - Bind bind_fbo(fbo, true); + Renderer::Push push(renderer); + renderer.set_shader_program(&blur_shader, &blur_shdata_common); for(unsigned i=0; i<2; ++i) { - Bind bind_tex(i ? tex[0] : src); - fbo.attach(COLOR_ATTACHMENT0, tex[i], 0); - blur_shdata[i].apply(); - quad.draw(); + 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); } } + Renderer::Push push(renderer); combine_texturing.attach(1, src); - Bind bind_texturing(combine_texturing); - Bind bind_shader(combine_shader); - combine_shdata.apply(); - quad.draw(); + renderer.set_texturing(&combine_texturing); + renderer.set_shader_program(&combine_shader, &combine_shdata); + quad.draw(renderer); } } // namespace GL