-#include <cmath>
-#include <msp/strings/format.h>
-#include "blend.h"
-#include "bloom.h"
-#include "misc.h"
-#include "shader.h"
-#include "tests.h"
-#include "texunit.h"
-
-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):
- 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);
-
- 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);
- combine_shdata.uniform("blurred", 0);
-
- combine_texturing.attach(0, tex[1]);
-
- set_radius(2.0f);
- set_strength(0.2f);
-}
-
-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(const Texture2D &src, const Texture2D &)
-{
- 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();
- for(unsigned i=0; i<2; ++i)
- {
- BindRestore bind_fbo(fbo[i]);
- Bind bind_tex(i ? tex[0] : src);
- blur_shdata[i].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