X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fbloom.cpp;h=e00fd0e149bc0c8bc5ad9c74d0a13522c2124d76;hp=5ffa82f673010713fa89bed65c5a0d406a559245;hb=191610b71271a765c8056ef947b2b04b8bfa84b5;hpb=f33a98b1a044c8ac7b12778cbca6c4a124875e4a diff --git a/source/bloom.cpp b/source/bloom.cpp index 5ffa82f6..e00fd0e1 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -3,82 +3,49 @@ #include "blend.h" #include "bloom.h" #include "misc.h" +#include "renderer.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): + blur_shader("bloom_blur.glsl"), + combine_shader("bloom_combine.glsl"), 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(); - } + target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F)); - combine_shdata.uniform("source", 1); - combine_shdata.uniform("blurred", 0); + common_shdata.uniform("source", 0); + common_shdata.uniform("blurred", 1); - combine_texturing.attach(0, tex[1]); + combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR)); set_radius(2.0f); set_strength(0.2f); } +Bloom::~Bloom() +{ + for(unsigned i=0; i<2; ++i) + delete target[i]; +} + 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); + common_shdata.uniform("size", size); vector factors(size*2+1); float sum = 0.0f; @@ -88,38 +55,55 @@ void Bloom::set_radius(float r) for(int i=0; i<=size*2; ++i) factors[i] /= sum; - blur_shdata_common.uniform1_array("factors[0]", size*2+1, &factors.front()); + common_shdata.uniform1_array("factors", 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); + common_shdata.uniform("strength", s); } -void Bloom::render(const Texture2D &src, const Texture2D &) +void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &) { - BindRestore unbind_dtest(static_cast(0)); - BindRestore unbind_blend(static_cast(0)); - + Renderer::Push push(renderer); + renderer.set_shader_program(&blur_shader, &common_shdata); + for(unsigned i=0; i<2; ++i) { - 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(); - } + 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); } - combine_texturing.attach(1, src); - Bind bind_texturing(combine_texturing); - Bind bind_shader(combine_shader); - combine_shdata.apply(); - quad.draw(); + 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 = 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(t) +{ + add("strength", &Template::strength); + add("radius", &Template::radius); } } // namespace GL