]> 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 8a6ddbcd73b9ebda371518ded5a4a96502c5d5e8..58edc65dfd2bed54a99cc65b0a36f879b522dee3 100644 (file)
@@ -9,47 +9,14 @@
 
 using namespace std;
 
-namespace {
-
-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_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("bloom_blur.glsl"),
+       combine_shader("bloom_combine.glsl"),
        quad(get_fullscreen_quad())
 {
-       blur_shader.attach_shader(get_fullscreen_vertex_shader());
-       blur_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, blur_fs));
-       blur_shader.link();
-
-       combine_shader.attach_shader(get_fullscreen_vertex_shader());
-       combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
-       combine_shader.link();
-
        blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
        blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
 
@@ -57,7 +24,10 @@ 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);
@@ -72,7 +42,7 @@ Bloom::Bloom(unsigned w, unsigned h):
 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);
@@ -85,29 +55,29 @@ void Bloom::set_radius(float r)
        for(int i=0; i<=size*2; ++i)
                factors[i] /= sum;
 
-       blur_shdata_common.uniform1_array("factors[0]", size*2+1, &factors.front());
+       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();
                }