+++ /dev/null
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#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=-size; i<=size; ++i)\n"
- " gl_FragColor += texture2D(source, texcoord+delta*i)*factors[i+size];\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),
- combine_shader(combine_vs, combine_fs),
- quad(VERTEX2)
-{
- int loc = blur_shader.get_uniform_location("delta");
- blur_shdata[0].uniform(loc, 1.0f/w, 0.0f);
- blur_shdata[1].uniform(loc, 0.0f, 1.0f/h);
-
- loc = blur_shader.get_uniform_location("source");
- for(unsigned i=0; i<2; ++i)
- {
- blur_shdata[i].uniform(loc, 0);
- tex[i].set_min_filter(NEAREST);
- tex[i].storage(RGB16F, w, h, 0);
- tex[i].image(0, RGB, UNSIGNED_BYTE, 0);
- }
-
- combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1);
- combine_shdata.uniform(combine_shader.get_uniform_location("blurred"), 0);
-
- set_radius(2.0f);
- set_strength(0.2f);
-
- MeshBuilder mbld(quad);
- mbld.begin(QUADS);
- mbld.vertex(0, 0);
- mbld.vertex(1, 0);
- mbld.vertex(1, 1);
- mbld.vertex(0, 1);
- 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);
- int loc = blur_shader.get_uniform_location("size");
- blur_shdata[0].uniform(loc, size);
- blur_shdata[1].uniform(loc, 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)
- {
- loc = blur_shader.get_uniform_location(format("factors[%d]", i));
- float f = factors[i]/sum;
- blur_shdata[0].uniform(loc, f);
- blur_shdata[1].uniform(loc, f);
- }
-}
-
-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(combine_shader.get_uniform_location("strength"), s);
-}
-
-void Bloom::render(const Texture2D &src)
-{
- const Framebuffer *dest = Framebuffer::current();
- blur_shader.bind();
- fbo.bind();
- src.bind_to(0);
- disable(DEPTH_TEST);
- disable(BLEND);
- for(unsigned i=0; i<2; ++i)
- {
- fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
- blur_shdata[i].apply();
- quad.draw();
- tex[i].bind_to(0);
- }
-
- if(dest)
- dest->bind();
- else
- Framebuffer::unbind();
-
- combine_shader.bind();
- combine_shdata.apply();
- src.bind_to(1);
- quad.draw();
- Program::unbind();
- Texture::unbind_from(1);
- Texture::unbind_from(0);
- // XXX Should check if the modes were enabled in the first place
- enable(DEPTH_TEST);
- enable(BLEND);
-}
-
-} // namespace GL
-} // namespace Msp