demotool/bloom.cc

127 lines
3.4 KiB
C++

#include "externals.hh"
#include "utilities.hh"
#include "texture.hh"
#include "rendertarget.hh"
#include "bloom.hh"
T_BloomPass::T_BloomPass(
__rd__ const uint32_t width ,
__rd__ const uint32_t height ,
__rw__ T_FilesWatcher& watcher ,
__rw__ T_Texture& input )
: input_( input ) ,
spHighpass_( GL_FRAGMENT_SHADER , watcher ) ,
spBlur_( GL_FRAGMENT_SHADER , watcher ) ,
spCombine_( GL_FRAGMENT_SHADER , watcher ) ,
//
txInput_( width , height , E_TexType::RGB16F ) ,
rtInput_( T_RendertargetSetup( ).add( txInput_ , 0 ).create( ) ) ,
//
txBlur0_( width , height , E_TexType::RGB16F , BloomLevels ) ,
txBlur1_( width , height , E_TexType::RGB16F , BloomLevels )
{
txInput_.wrap( E_TexWrap::CLAMP_BORDER ).samplingMode( E_TexSampling::LINEAR );
txBlur0_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
txBlur1_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
for ( int i = 0 ; i < 5 ; i ++ ) {
rtBlur0_.push_back( T_RendertargetSetup( ).add( txBlur0_ , i ).create( ) );
rtBlur1_.push_back( T_RendertargetSetup( ).add( txBlur1_ , i ).create( ) );
}
spHighpass_.addFile( "bloom-highpass.glsl" );
spBlur_.addFile( "blur-pass.glsl" );
spCombine_.addFile( "bloom-combine.glsl" );
spHighpass_.load( );
spBlur_.load( );
spCombine_.load( );
}
void T_BloomPass::render( )
{
if ( spHighpass_.activate( ) ) {
enum {
U_TEXTURE = 0 ,
U_LOD = 1 ,
U_INPUT_SIZE = 2 ,
U_PARAMS = 3 ,
};
rtInput_.activate( );
T_TextureBinding tb( 0 );
tb.set( U_TEXTURE , input_ );
tb.bind( );
glUniform1i( U_LOD , 0 );
glUniform2f( U_INPUT_SIZE ,
input_.width( ) ,
input_.height( ) );
glUniform3f( U_PARAMS , 1.6 , 1.2 , .95 );
glRectf( -1, -1 , 1 , 1 );
}
if ( spBlur_.activate( ) ) {
enum {
U_TEXTURE = 0 ,
U_OUTPUT_SIZE = 1 ,
U_INPUT_SIZE = 2 ,
U_SOURCE_LOD = 3 ,
U_DIRECTION = 4 ,
U_WEIGHTS = 5 ,
};
glUniform4f( U_WEIGHTS , 0.324 , 0.232 , 0.0855 , 0.0205 );
for ( int i = 0 ; i < 5 ; i ++ ) {
// IB RMO B0 B1 B0 B1 B0
// OB B0/0 B1/0 B0/1 B1/1 B0/2 B1/2
// SLOD: 0 0 0 1 1 2
// IW: W W W W/2 W/2 W/4
// OW: W W W/2 W/2 W/4 W/4
T_TextureBinding tb( 0 );
uint32_t w , h;
if ( i == 0 ) {
tb.set( U_TEXTURE , input_ );
w = input_.width( );
h = input_.height( );
} else {
tb.set( U_TEXTURE , txBlur1_ );
w = txBlur1_.width( ) >> ( i - 1 );
h = txBlur1_.height( ) >> ( i - 1 );
}
const uint32_t slod = i > 0 ? ( i - 1 ) : 0;
rtBlur0_[ i ].activate( );
glUniform2f( U_OUTPUT_SIZE , rtBlur0_[ i ].width( ) ,
rtBlur0_[ i ].height( ) );
glUniform1i( U_SOURCE_LOD , slod );
glUniform2f( U_INPUT_SIZE , w , h );
glUniform2f( U_DIRECTION , 1 , 0 );
tb.bind( );
glRectf( -1 , -1 , 1 , 1 );
rtBlur1_[ i ].activate( );
tb.set( U_TEXTURE , txBlur0_ );
tb.bind( );
glUniform2f( U_DIRECTION , 0 , 1 );
glUniform1i( U_SOURCE_LOD , i );
glUniform2f( U_INPUT_SIZE ,
rtBlur0_[ i ].width( ) ,
rtBlur0_[ i ].height( ) );
glRectf( -1 , -1 , 1 , 1 );
}
}
T_Rendertarget::MainOutput( );
glClearColor( 1 , 0 , 1 , 1 );
glClear( GL_COLOR_BUFFER_BIT );
if ( spCombine_.activate( ) ) {
T_TextureBinding main( 0 ) , blur( 1 );
main.set( 0 , input_ );
main.bind( );
blur.set( 1 , txBlur1_ );
blur.bind( );
glUniform2f( 2 , input_.width( ) , input_.height( ) );
glRectf( -1, -1 , 1 , 1 );
glBindTexture( GL_TEXTURE_2D , 0 );
}
}