--- /dev/null
+#include <cmath>
+#include <msp/strings/format.h>
+#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 Msp {
+namespace GL {
+
+Bloom::Bloom(unsigned w, unsigned h):
+ blur_shader("bloom_blur.glsl"),
+ combine_shader("bloom_combine.glsl"),
+ quad(get_fullscreen_quad()),
+ nearest_sampler(get_nearest_sampler()),
+ linear_sampler(get_linear_sampler())
+{
+ blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
+ blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
+
+ for(unsigned i=0; i<2; ++i)
+ target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
+
+ common_shdata.uniform("source", 0);
+ common_shdata.uniform("blurred", 1);
+
+ combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR), linear_sampler.get());
+
+ 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<int>(r*3.0f), 9);
+ 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)
+ 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 invalid_argument("Bloom::set_strength");
+ common_shdata.uniform("strength", s);
+}
+
+void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
+{
+ Renderer::Push push(renderer);
+ renderer.set_shader_program(&blur_shader, &common_shdata);
+ for(unsigned i=0; i<2; ++i)
+ {
+ BindRestore bind_fbo(target[i]->get_framebuffer());
+ Renderer::Push push2(renderer);
+ renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src, nearest_sampler.get());
+ renderer.add_shader_data(blur_shdata[i]);
+ quad->draw(renderer);
+ }
+
+ combine_texturing.attach(0, src, nearest_sampler.get());
+ 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
+} // namespace Msp