X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fbloom.cpp;h=6484d052fdb2691b80747cd3965bc2925a799517;hp=5ffa82f673010713fa89bed65c5a0d406a559245;hb=HEAD;hpb=f33a98b1a044c8ac7b12778cbca6c4a124875e4a diff --git a/source/bloom.cpp b/source/bloom.cpp deleted file mode 100644 index 5ffa82f6..00000000 --- a/source/bloom.cpp +++ /dev/null @@ -1,126 +0,0 @@ -#include -#include -#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.link(); - - combine_shader.attach_shader(get_fullscreen_vertex_shader()); - combine_shader.attach_shader_owned(new FragmentShader(combine_fs)); - 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(r*3.0f), 9); - blur_shdata_common.uniform("size", size); - - vector 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[0]", 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(0)); - BindRestore unbind_blend(static_cast(0)); - - { - 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