]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Generate the entire shaderlib into a single file
[libs/gl.git] / source / bloom.cpp
index 36cdb8ddfeec2eeb67e940f95521667e549dc78d..286730b9c599a782e05ed04faa9294031f5fbfa4 100644 (file)
@@ -2,8 +2,8 @@
 #include <msp/strings/format.h>
 #include "blend.h"
 #include "bloom.h"
-#include "meshbuilder.h"
 #include "misc.h"
+#include "shader.h"
 #include "tests.h"
 #include "texunit.h"
 
@@ -11,14 +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"
@@ -32,14 +24,6 @@ static const char blur_fs[]=
        "               gl_FragColor += texture2D(source, texcoord+delta*float(i-size))*factors[i];\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"
@@ -56,10 +40,18 @@ 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())
 {
+       blur_shader.attach_shader(get_fullscreen_vertex_shader());
+       blur_shader.attach_shader_owned(new FragmentShader(blur_fs));
+       blur_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
+       blur_shader.link();
+
+       combine_shader.attach_shader(get_fullscreen_vertex_shader());
+       combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
+       combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
+       combine_shader.link();
+
        blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
        blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
 
@@ -67,7 +59,10 @@ 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);
@@ -77,20 +72,12 @@ Bloom::Bloom(unsigned w, unsigned h):
 
        set_radius(2.0f);
        set_strength(0.2f);
-
-       MeshBuilder mbld(quad);
-       mbld.begin(TRIANGLE_STRIP);
-       mbld.vertex(0, 1);
-       mbld.vertex(0, 0);
-       mbld.vertex(1, 1);
-       mbld.vertex(1, 0);
-       mbld.end();
 }
 
 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<int>(r*3.0f), 9);
        blur_shdata_common.uniform("size", size);
@@ -100,31 +87,32 @@ 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 &)
 {
-       Bind unbind_dtest(static_cast<DepthTest *>(0), true);
-       Bind unbind_blend(static_cast<Blend *>(0), true);
+       BindRestore unbind_dtest(static_cast<DepthTest *>(0));
+       BindRestore unbind_blend(static_cast<Blend *>(0));
+       Bind bind_mesh(quad);
 
        {
                Bind bind_shader(blur_shader);
                blur_shdata_common.apply();
-               Bind bind_fbo(fbo, true);
                for(unsigned i=0; i<2; ++i)
                {
+                       BindRestore bind_fbo(fbo[i]);
                        Bind bind_tex(i ? tex[0] : src);
-                       fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
                        blur_shdata[i].apply();
                        quad.draw();
                }