X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fbloom.cpp;h=8a6ddbcd73b9ebda371518ded5a4a96502c5d5e8;hb=ab83db6f1e31d44ced585119a57fd10896e469cb;hp=db10c3b26fc45b3c7b0c28ba4c51687ef964a13d;hpb=c216893af147042e40c389e2530e71277c343044;p=libs%2Fgl.git diff --git a/source/bloom.cpp b/source/bloom.cpp index db10c3b2..8a6ddbcd 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -1,16 +1,9 @@ -/* $Id$ - -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 "shader.h" #include "tests.h" #include "texunit.h" @@ -18,14 +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" @@ -35,16 +20,8 @@ static const char blur_fs[]= "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" + " 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[]= @@ -63,97 +40,84 @@ namespace Msp { namespace GL { Bloom::Bloom(unsigned w, unsigned h): - blur_shader(blur_vs, blur_fs), - combine_shader(combine_vs, combine_fs), - quad(VERTEX2) + 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_shader.attach_shader(get_fullscreen_vertex_shader()); + blur_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, blur_fs)); + blur_shader.link(); - loc = blur_shader.get_uniform_location("source"); + 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); + + 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].storage(RGB16F, w, h); } - 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 out_of_range("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[0]", 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 out_of_range("Bloom::set_strength"); + combine_shdata.uniform("strength", s); } void Bloom::render(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); + 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); + blur_shdata[i].apply(); + quad.draw(); + } } - if(dest) - dest->bind(); - else - Framebuffer::unbind(); - - combine_shader.bind(); + combine_texturing.attach(1, src); + Bind bind_texturing(combine_texturing); + Bind bind_shader(combine_shader); combine_shdata.apply(); - src.bind_to(1); quad.draw(); - Program::unbind(); - Texture::unbind_from(1); - Texture::unbind_from(0); } } // namespace GL