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Redesign framebuffer attachment management
[libs/gl.git] / source / effects / bloom.cpp
1 #include <cmath>
2 #include <msp/strings/format.h>
3 #include "blend.h"
4 #include "bloom.h"
5 #include "misc.h"
6 #include "renderer.h"
7 #include "resources.h"
8 #include "shader.h"
9
10 using namespace std;
11
12 namespace Msp {
13 namespace GL {
14
15 Bloom::Bloom(unsigned w, unsigned h):
16         blur_shader(Resources::get_global().get<Program>("_bloom_blur.glsl.shader")),
17         combine_shader(Resources::get_global().get<Program>("_bloom_combine.glsl.shader")),
18         quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
19         nearest_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp")),
20         linear_sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
21 {
22         blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
23         blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
24
25         for(unsigned i=0; i<2; ++i)
26                 target[i] = new RenderTarget(w, h, (COLOR_ATTACHMENT,RGB16F));
27
28         set_radius(2.0f);
29         set_strength(0.2f);
30 }
31
32 Bloom::~Bloom()
33 {
34         for(unsigned i=0; i<2; ++i)
35                 delete target[i];
36 }
37
38 void Bloom::set_radius(float r)
39 {
40         if(r<=0.0f)
41                 throw invalid_argument("Bloom::set_radius");
42
43         int size = min(static_cast<int>(r*3.0f), 9);
44         common_shdata.uniform("size", size);
45
46         vector<float> factors(size*2+1);
47         float sum = 0.0f;
48         r = 2*r*r;
49         for(int i=-size; i<=size; ++i)
50                 sum += (factors[size+i] = exp(-i*i/r));
51         for(int i=0; i<=size*2; ++i)
52                 factors[i] /= sum;
53
54         common_shdata.uniform1_array("factors", size*2+1, &factors.front());
55 }
56
57 void Bloom::set_strength(float s)
58 {
59         if(s<0.0f || s>1.0f)
60                 throw invalid_argument("Bloom::set_strength");
61         common_shdata.uniform("strength", s);
62 }
63
64 void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
65 {
66         Renderer::Push push(renderer);
67         renderer.set_shader_program(&blur_shader, &common_shdata);
68         for(unsigned i=0; i<2; ++i)
69         {
70                 Renderer::Push push2(renderer);
71                 renderer.set_framebuffer(&target[i]->get_framebuffer());
72                 renderer.set_texture("source", (i ? &target[0]->get_target_texture(COLOR_ATTACHMENT) : &src), &nearest_sampler);
73                 renderer.add_shader_data(blur_shdata[i]);
74                 quad.draw(renderer);
75         }
76
77         renderer.set_texture("source", &src, &nearest_sampler);
78         renderer.set_texture("blurred", &target[1]->get_target_texture(COLOR_ATTACHMENT), &linear_sampler);
79         renderer.set_shader_program(&combine_shader);
80         quad.draw(renderer);
81 }
82
83 void Bloom::set_debug_name(const string &name)
84 {
85 #ifdef DEBUG
86         for(unsigned i=0; i<2; ++i)
87                 target[i]->set_debug_name(format("%s [RT:%d]", name, i));
88         common_shdata.set_debug_name(name+" [UBO:common]");
89         blur_shdata[0].set_debug_name(name+" [UBO:blur_x]");
90         blur_shdata[1].set_debug_name(name+" [UBO:blur_y]");
91 #else
92         (void)name;
93 #endif
94 }
95
96
97 Bloom::Template::Template():
98         radius(2.0f),
99         strength(0.2f)
100 { }
101
102 Bloom *Bloom::Template::create(unsigned width, unsigned height) const
103 {
104         RefPtr<Bloom> bloom = new Bloom(width/size_divisor, height/size_divisor);
105         bloom->set_radius(radius);
106         bloom->set_strength(strength);
107         return bloom.release();
108 }
109
110
111 Bloom::Template::Loader::Loader(Template &t):
112         DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
113 {
114         add("strength", &Template::strength);
115         add("radius", &Template::radius);
116 }
117
118 } // namespace GL
119 } // namespace Msp