X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fbloom.cpp;h=5f2adc85c2bf592a8379d58ee9d3efc228fe055a;hp=b74bde80f970dd16f597452963a3863b7e2e50d3;hb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;hpb=f17794d55923d4fb4f63e9d082d8d84a735a04e8 diff --git a/source/bloom.cpp b/source/bloom.cpp index b74bde80..5f2adc85 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -22,8 +22,8 @@ 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" + " 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[]= @@ -34,17 +34,17 @@ static const char blur_fs[]= "varying vec2 texcoord;\n" "void main()\n" "{\n" - " gl_FragColor=vec4(0.0, 0.0, 0.0, 0.0);\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" + " 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" + " 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[]= @@ -54,7 +54,7 @@ static const char combine_fs[]= "varying vec2 texcoord;\n" "void main()\n" "{\n" - " gl_FragColor=mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n" + " gl_FragColor = mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n" "}"; } @@ -67,11 +67,11 @@ Bloom::Bloom(unsigned w, unsigned h): combine_shader(combine_vs, combine_fs), quad(VERTEX2) { - int loc=blur_shader.get_uniform_location("delta"); + 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"); + loc = blur_shader.get_uniform_location("source"); for(unsigned i=0; i<2; ++i) { blur_shdata[i].uniform(loc, 0); @@ -100,21 +100,21 @@ void Bloom::set_radius(float r) if(r<=0.0f) throw InvalidParameterValue("Radius must be positive"); - int size=min(static_cast(r*3.0f), 9); - int loc=blur_shader.get_uniform_location("size"); + 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); vector factors(size*2+1); - float sum=0.0f; - r=2*r*r; + float sum = 0.0f; + r = 2*r*r; for(int i=-size; i<=size; ++i) - sum+=(factors[size+i]=exp(-i*i/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; + 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); } @@ -129,7 +129,7 @@ void Bloom::set_strength(float s) void Bloom::render(const Texture2D &src) { - const Framebuffer *dest=Framebuffer::current(); + const Framebuffer *dest = Framebuffer::current(); blur_shader.bind(); fbo.bind(); src.bind_to(0);