-#include <cmath>
-#include <msp/strings/formatter.h>
-#include "blend.h"
-#include "bloom.h"
-#include "meshbuilder.h"
-#include "misc.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)
-{
- 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_common.uniform("source", 0);
- for(unsigned i=0; i<2; ++i)
- {
- tex[i].set_min_filter(NEAREST);
- tex[i].storage(RGB16F, w, h);
- }
-
- combine_shdata.uniform("source", 1);
- combine_shdata.uniform("blurred", 0);
-
- combine_texturing.attach(0, tex[1]);
-
- 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");
-
- 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)
- blur_shdata_common.uniform(format("factors[%d]", i), factors[i]/sum);
-}
-
-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]");
- 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);
-
- {
- Bind bind_shader(blur_shader);
- blur_shdata_common.apply();
- Bind bind_fbo(fbo, true);
- for(unsigned i=0; i<2; ++i)
- {
- Bind bind_tex(i ? tex[0] : src);
- fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
- (i ? blur_shdata_y : blur_shdata_x).apply();
- quad.draw();
- }
- }
-
- combine_texturing.attach(1, src);
- Bind bind_texturing(combine_texturing);
- Bind bind_shader(combine_shader);
- combine_shdata.apply();
- quad.draw();
-}
-
-} // namespace GL
-} // namespace Msp