+++ /dev/null
-#include <cmath>
-#include <msp/strings/format.h>
-#include "blend.h"
-#include "bloom.h"
-#include "misc.h"
-#include "renderer.h"
-#include "shader.h"
-#include "tests.h"
-#include "texunit.h"
-
-using namespace std;
-
-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_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)
- target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
-
- combine_shdata.uniform("source", 1);
- combine_shdata.uniform("blurred", 0);
-
- combine_texturing.attach(0, target[1]->get_target_texture(RENDER_COLOR));
-
- set_radius(2.0f);
- set_strength(0.2f);
-}
-
-Bloom::~Bloom()
-{
- for(unsigned i=0; i<2; ++i)
- delete target[i];
-}
-
-void Bloom::set_radius(float r)
-{
- if(r<=0.0f)
- throw invalid_argument("Bloom::set_radius");
-
- int size = min(static_cast<int>(r*3.0f), 9);
- blur_shdata_common.uniform("size", size);
-
- vector<float> factors(size*2+1);
- float sum = 0.0f;
- 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)
- 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 invalid_argument("Bloom::set_strength");
- combine_shdata.uniform("strength", s);
-}
-
-void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
-{
- {
- Renderer::Push push(renderer);
- renderer.set_shader_program(&blur_shader, &blur_shdata_common);
- for(unsigned i=0; i<2; ++i)
- {
- BindRestore bind_fbo(target[i]->get_framebuffer());
- Renderer::Push push2(renderer);
- renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src);
- renderer.add_shader_data(blur_shdata[i]);
- quad.draw(renderer);
- }
- }
-
- Renderer::Push push(renderer);
- combine_texturing.attach(1, src);
- renderer.set_texturing(&combine_texturing);
- renderer.set_shader_program(&combine_shader, &combine_shdata);
- quad.draw(renderer);
-}
-
-} // namespace GL
-} // namespace Msp