X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fbloom.cpp;h=0ff0c5da34210c2b155150934603dc0fbec2ef5c;hp=040fd6c7b1fa5ea5f995aafc4e45784665a87269;hb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;hpb=12ac9bec8e03029c1042fd7732a2cfc04c9a9584 diff --git a/source/bloom.cpp b/source/bloom.cpp index 040fd6c7..0ff0c5da 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -1,10 +1,3 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include #include #include "blend.h" @@ -35,8 +28,8 @@ static const char blur_fs[]= "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" + " 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[]= @@ -64,34 +57,38 @@ 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[0].uniform(loc, 1.0f/w, 0.0f); - blur_shdata[1].uniform(loc, 0.0f, 1.0f/h); + blur_shdata_x.uniform(loc, 1.0f/w, 0.0f); + blur_shdata_y.uniform(loc, 0.0f, 1.0f/h); - loc = blur_shader.get_uniform_location("source"); + blur_shdata_common.uniform("source", 0); 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); + tex[i].storage(RGB16F, w, h); } - combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1); - combine_shdata.uniform(combine_shader.get_uniform_location("blurred"), 0); + 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(QUADS); + mbld.begin(TRIANGLE_STRIP); + mbld.vertex(0, 1); mbld.vertex(0, 0); - mbld.vertex(1, 0); mbld.vertex(1, 1); - mbld.vertex(0, 1); + mbld.vertex(1, 0); mbld.end(); } @@ -101,9 +98,7 @@ void Bloom::set_radius(float r) throw InvalidParameterValue("Radius must be positive"); int size = min(static_cast(r*3.0f), 9); - int loc = blur_shader.get_uniform_location("size"); - blur_shdata[0].uniform(loc, size); - blur_shdata[1].uniform(loc, size); + blur_shdata_common.uniform("size", size); vector factors(size*2+1); float sum = 0.0f; @@ -112,49 +107,39 @@ void Bloom::set_radius(float r) 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); - } + 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(combine_shader.get_uniform_location("strength"), s); + combine_shdata.uniform("strength", s); } -void Bloom::render(const Texture2D &src) +void Bloom::render(const Texture2D &src, const Texture2D &) { - const Framebuffer *dest = Framebuffer::current(); - blur_shader.bind(); - fbo.bind(); - src.bind_to(0); Bind unbind_dtest(static_cast(0), true); Bind unbind_blend(static_cast(0), true); - 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); + 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(); + } } - if(dest) - dest->bind(); - else - Framebuffer::unbind(); - - combine_shader.bind(); + combine_texturing.attach(1, src); + Bind bind_texturing(combine_texturing); + Bind bind_shader(combine_shader); combine_shdata.apply(); - src.bind_to(1); quad.draw(); - Program::unbind(); - Texture::unbind_from(1); - Texture::unbind_from(0); } } // namespace GL