]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Use a type registry to manage postprocessor types for pipeline templates
[libs/gl.git] / source / bloom.cpp
index 3993c8c901b9a01c66e621af65d6bcefc5ebc1f7..e00fd0e149bc0c8bc5ad9c74d0a13522c2124d76 100644 (file)
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <cmath>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
 #include "blend.h"
 #include "bloom.h"
-#include "meshbuilder.h"
 #include "misc.h"
+#include "renderer.h"
+#include "shader.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)
+       blur_shader("bloom_blur.glsl"),
+       combine_shader("bloom_combine.glsl"),
+       quad(get_fullscreen_quad())
 {
-       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);
+       blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
+       blur_shdata[1].uniform("delta", 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);
-       }
+               target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
+
+       common_shdata.uniform("source", 0);
+       common_shdata.uniform("blurred", 1);
 
-       combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1);
-       combine_shdata.uniform(combine_shader.get_uniform_location("blurred"), 0);
+       combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR));
 
        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();
+Bloom::~Bloom()
+{
+       for(unsigned i=0; i<2; ++i)
+               delete target[i];
 }
 
 void Bloom::set_radius(float r)
 {
        if(r<=0.0f)
-               throw InvalidParameterValue("Radius must be positive");
+               throw invalid_argument("Bloom::set_radius");
 
        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);
+       common_shdata.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)
-       {
-               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);
-       }
+               factors[i] /= sum;
+
+       common_shdata.uniform1_array("factors", size*2+1, &factors.front());
 }
 
 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);
+               throw invalid_argument("Bloom::set_strength");
+       common_shdata.uniform("strength", s);
 }
 
-void Bloom::render(const Texture2D &src)
+void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
 {
-       const Framebuffer *dest = Framebuffer::current();
-       blur_shader.bind();
-       fbo.bind();
-       src.bind_to(0);
-       disable(DEPTH_TEST);
-       disable(BLEND);
+       Renderer::Push push(renderer);
+       renderer.set_shader_program(&blur_shader, &common_shdata);
        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);
+               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);
        }
 
-       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);
+       combine_texturing.attach(0, src);
+       renderer.set_texturing(&combine_texturing);
+       renderer.set_shader_program(&combine_shader);
+       quad.draw(renderer);
+}
+
+
+Bloom::Template::Template():
+       radius(2.0f),
+       strength(0.2f)
+{ }
+
+Bloom *Bloom::Template::create(unsigned width, unsigned height) const
+{
+       RefPtr<Bloom> bloom = new Bloom(width/size_divisor, height/size_divisor);
+       bloom->set_radius(radius);
+       bloom->set_strength(strength);
+       return bloom.release();
+}
+
+
+Bloom::Template::Loader::Loader(Template &t):
+       DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
+{
+       add("strength", &Template::strength);
+       add("radius", &Template::radius);
 }
 
 } // namespace GL