]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/bloom.h
Rearrange soucre files into subdirectories
[libs/gl.git] / source / effects / bloom.h
diff --git a/source/effects/bloom.h b/source/effects/bloom.h
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+#ifndef MSP_GL_BLOOM_H_
+#define MSP_GL_BLOOM_H_
+
+#include "framebuffer.h"
+#include "mesh.h"
+#include "postprocessor.h"
+#include "texture2d.h"
+#include "texturing.h"
+#include "program.h"
+#include "programdata.h"
+#include "rendertarget.h"
+
+namespace Msp {
+namespace GL {
+
+/**
+The Bloom post-processing effect causes very bright areas of the image to bleed
+into surrounding pixels.  Commonly used together with HDR rendering.
+
+The technique used is to gaussian blur the image and then blend the result with
+the original image.  With suitable parameters, this effect may also be used as
+a blur filter.
+*/
+class Bloom: public PostProcessor
+{
+public:
+       struct Template: public PostProcessor::Template
+       {
+               class Loader: public DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>
+               {
+               public:
+                       Loader(Template &);
+               };
+
+               float radius;
+               float strength;
+
+               Template();
+
+               virtual Bloom *create(unsigned, unsigned) const;
+       };
+
+private:
+       RenderTarget *target[2];
+       ProgramData common_shdata;
+       Program blur_shader;
+       ProgramData blur_shdata[2];
+       Program combine_shader;
+       Texturing combine_texturing;
+       RefPtr<Mesh> quad;
+       RefPtr<Sampler> nearest_sampler;
+       RefPtr<Sampler> linear_sampler;
+
+public:
+       Bloom(unsigned, unsigned);
+       ~Bloom();
+
+       /** Sets the σ value of the gaussian blur.  Values much larger than 4.0 are
+       likely to cause artifacts. */
+       void set_radius(float);
+
+       /** Sets the blend factor between original and blurred images.  Larger
+       values mean more blurriness. */
+       void set_strength(float);
+
+       virtual void render(Renderer &, const Texture2D &, const Texture2D &);
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif