]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Move postprocessor shaders to the builtin shaderlib
[libs/gl.git] / source / bloom.cpp
index 0ff0c5da34210c2b155150934603dc0fbec2ef5c..58edc65dfd2bed54a99cc65b0a36f879b522dee3 100644 (file)
@@ -1,78 +1,33 @@
 #include <cmath>
-#include <msp/strings/formatter.h>
+#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"
 
 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=0; i<=size*2; ++i)\n"
-       "               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"
-       "uniform float strength;\n"
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_FragColor = mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n"
-       "}";
-
-}
-
 namespace Msp {
 namespace GL {
 
 Bloom::Bloom(unsigned w, unsigned h):
-       blur_shader(blur_vs, blur_fs),
-       blur_shdata_common(blur_shader),
-       blur_shdata_x(blur_shader),
-       blur_shdata_y(blur_shader),
-       combine_shader(combine_vs, combine_fs),
-       combine_shdata(combine_shader),
-       quad(VERTEX2)
+       blur_shader("bloom_blur.glsl"),
+       combine_shader("bloom_combine.glsl"),
+       quad(get_fullscreen_quad())
 {
-       int loc = blur_shader.get_uniform_location("delta");
-       blur_shdata_x.uniform(loc, 1.0f/w, 0.0f);
-       blur_shdata_y.uniform(loc, 0.0f, 1.0f/h);
+       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)
        {
                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);
@@ -82,20 +37,12 @@ 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 InvalidParameterValue("Radius must be positive");
+               throw invalid_argument("Bloom::set_radius");
 
        int size = min(static_cast<int>(r*3.0f), 9);
        blur_shdata_common.uniform("size", size);
@@ -105,32 +52,33 @@ 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 InvalidParameterValue("Strength must be in the range [0.0, 1.0]");
+               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);
-                       (i ? blur_shdata_y : blur_shdata_x).apply();
+                       blur_shdata[i].apply();
                        quad.draw();
                }
        }