2 #include <msp/strings/format.h>
15 Bloom::Bloom(unsigned w, unsigned h):
16 blur_shader("bloom_blur.glsl"),
17 combine_shader("bloom_combine.glsl"),
18 quad(get_fullscreen_quad())
20 blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
21 blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
23 blur_shdata_common.uniform("source", 0);
24 for(unsigned i=0; i<2; ++i)
26 tex[i].set_min_filter(NEAREST);
27 tex[i].set_wrap(CLAMP_TO_EDGE);
28 tex[i].storage(RGB16F, w, h);
29 fbo[i].attach(COLOR_ATTACHMENT0, tex[i], 0);
30 fbo[i].require_complete();
33 combine_shdata.uniform("source", 1);
34 combine_shdata.uniform("blurred", 0);
36 combine_texturing.attach(0, tex[1]);
42 void Bloom::set_radius(float r)
45 throw invalid_argument("Bloom::set_radius");
47 int size = min(static_cast<int>(r*3.0f), 9);
48 blur_shdata_common.uniform("size", size);
50 vector<float> factors(size*2+1);
53 for(int i=-size; i<=size; ++i)
54 sum += (factors[size+i] = exp(-i*i/r));
55 for(int i=0; i<=size*2; ++i)
58 blur_shdata_common.uniform1_array("factors", size*2+1, &factors.front());
61 void Bloom::set_strength(float s)
64 throw invalid_argument("Bloom::set_strength");
65 combine_shdata.uniform("strength", s);
68 void Bloom::render(const Texture2D &src, const Texture2D &)
73 Bind bind_shader(blur_shader);
74 blur_shdata_common.apply();
75 for(unsigned i=0; i<2; ++i)
77 BindRestore bind_fbo(fbo[i]);
78 Bind bind_tex(i ? tex[0] : src);
79 blur_shdata[i].apply();
84 combine_texturing.attach(1, src);
85 Bind bind_texturing(combine_texturing);
86 Bind bind_shader(combine_shader);
87 combine_shdata.apply();