--- /dev/null
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#include <cmath>
+#include <msp/strings/formatter.h>
+#include "bloom.h"
+#include "meshbuilder.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);"
+ "}";
+
+}
+
+namespace Msp {
+namespace GL {
+
+Bloom::Bloom(unsigned w, unsigned h):
+ blur_shader(blur_vs, blur_fs),
+ combine_shader(combine_vs, combine_fs),
+ quad(VERTEX2)
+{
+ 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);
+
+ 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);
+ }
+
+ combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1);
+ combine_shdata.uniform(combine_shader.get_uniform_location("blurred"), 0);
+
+ 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");
+
+ 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);
+
+ vector<float> 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);
+ }
+}
+
+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);
+}
+
+void Bloom::render(const Texture2D &src)
+{
+ const Framebuffer *dest=Framebuffer::current();
+ blur_shader.bind();
+ fbo.bind();
+ src.bind_to(0);
+ 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);
+ }
+
+ 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();
+}
+
+} // namespace GL
+} // namespace Msp
--- /dev/null
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#ifndef MSP_GL_BLOOM_H_
+#define MSP_GL_BLOOM_H_
+
+#include "framebuffer.h"
+#include "mesh.h"
+#include "postprocessor.h"
+#include "texture2d.h"
+#include "program.h"
+#include "programdata.h"
+
+namespace Msp {
+namespace GL {
+
+/**
+The Bloom post-processing effect causes very bright areas of the image to bleed
+into surrounding pixels. Commonly used together with HDR rendering.
+
+The technique used is to gaussian blur the image and then blend the result with
+the original image. With suitable parameters, this effect may also be used as
+a blur filter.
+*/
+class Bloom: public PostProcessor
+{
+private:
+ Framebuffer fbo;
+ Texture2D tex[2];
+ Program blur_shader;
+ ProgramData blur_shdata[2];
+ Program combine_shader;
+ ProgramData combine_shdata;
+ Mesh quad;
+
+public:
+ Bloom(unsigned, unsigned);
+
+ /** Sets the σ value of the gaussian blur. Values much larger than 4.0 are
+ likely to cause artifacts. */
+ void set_radius(float);
+
+ /** Sets the blend factor between original and blurred images. Larger
+ values mean more blurriness. */
+ void set_strength(float);
+
+ virtual void render(const Texture2D &);
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif
#include <istream>
#include <msp/gbase/pixelformat.h>
#include "gl.h"
+#include <GL/glext.h>
namespace Msp {
namespace GL {
ALPHA = GL_ALPHA,
RGB = GL_RGB,
RGBA = GL_RGBA,
+ RGB8 = GL_RGB8,
+ RGB16F = GL_RGB16F_ARB,
+ RGB32F = GL_RGB32F_ARB,
+ RGBA8 = GL_RGBA8,
+ RGBA16F = GL_RGBA16F_ARB,
+ RGBA32F = GL_RGBA32F_ARB,
BGR = GL_BGR,
BGRA = GL_BGRA,
LUMINANCE = GL_LUMINANCE,
- LUMINANCE_ALPHA = GL_LUMINANCE_ALPHA
+ LUMINANCE8 = GL_LUMINANCE8,
+ LUMINANCE16F = GL_LUMINANCE16F_ARB,
+ LUMINANCE32F = GL_LUMINANCE32F_ARB,
+ LUMINANCE_ALPHA = GL_LUMINANCE_ALPHA,
+ LUMINANCE_ALPHA8 = GL_LUMINANCE_ALPHA8,
+ LUMINANCE_ALPHA16F = GL_LUMINANCE_ALPHA16F_ARB,
+ LUMINANCE_ALPHA32F = GL_LUMINANCE_ALPHA32F_ARB,
};
std::istream &operator>>(std::istream &, PixelFormat &);