bloom shader

master
Eduardo Bart 13 years ago
parent b5cf4ad2c4
commit 5ec386b35f

@ -1,5 +1,40 @@
uniform sampler2D texture;
varying vec2 textureCoords;
void main()
{
vec4 sum = vec4(0);
vec2 texcoord = textureCoords;
int j;
int i;
for( i= -4 ;i < 4; i++)
{
for (j = -3; j < 3; j++)
{
sum += texture2D(texture, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(texture, texcoord).r < 0.3)
{
gl_FragColor = sum*sum*0.012 + texture2D(texture, texcoord);
}
else
{
if (texture2D(texture, texcoord).r < 0.5)
{
gl_FragColor = sum*sum*0.009 + texture2D(texture, texcoord);
}
else
{
gl_FragColor = sum*sum*0.0075 + texture2D(texture, texcoord);
}
}
}
/*
uniform sampler2D texture;
varying vec2 textureCoords;
uniform vec4 color;
uniform float opacity;
@ -35,7 +70,7 @@ void main (void)
vec2 uv = textureCoords.st;
gl_FragColor = PostFX(texture, uv, ticks) * opacity;
}
*/
/*
uniform float opacity;
vec4 calculatePixel();

@ -27,7 +27,7 @@ void CoordsBuffer::clear()
m_destRects.reset();
m_srcRects.reset();
m_textureCoords.clear();
m_vertexCoords.clear();
m_vertices.clear();
m_updateCache = true;
}
@ -97,11 +97,11 @@ void CoordsBuffer::cacheVertexArrays()
int numDestRects = m_destRects.size();
int numSrcRects = m_srcRects.size();
m_vertexCoords.clear();
m_vertices.clear();
m_textureCoords.clear();
for(int i=0;i<numDestRects;++i) {
m_vertexCoords.addRect(m_destRects[i]);
m_vertices.addRect(m_destRects[i]);
if(numSrcRects == numDestRects)
m_textureCoords.addRect(m_srcRects[i]);
}

@ -40,14 +40,15 @@ public:
void cacheVertexArrays();
GLfloat *getVertexCoords() const { return m_vertexCoords.vertexArray(); }
GLfloat *getTextureCoords() const { return m_textureCoords.vertexArray(); }
int getVertexCount() const { return m_vertexCoords.vertexCount(); }
GLfloat *getVertices() const { return m_vertices.vertices(); }
GLfloat *getTextureCoords() const { return m_textureCoords.vertices(); }
int getVertexCount() const { return m_vertices.vertexCount(); }
int getTextureCoordsCount() const { return m_textureCoords.vertexCount(); }
private:
DataBuffer<Rect> m_destRects;
DataBuffer<Rect> m_srcRects;
VertexArray m_vertexCoords;
VertexArray m_vertices;
VertexArray m_textureCoords;
Boolean<true> m_updateCache;
};

@ -36,30 +36,15 @@ void Painter::init()
setOpacity(255);
setCompositionMode(CompositionMode_SourceOver);
PainterShaderProgramPtr program = PainterShaderProgramPtr(new PainterShaderProgram);
program->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
program->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
program->bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
assert(program->link());
program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_UNIFORM, "texture");
program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
m_drawTexturedProgram = program;
program = PainterShaderProgramPtr(new PainterShaderProgram);
program->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
program->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
assert(program->link());
program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
m_drawSolidColorProgram = program;
m_drawTexturedProgram = PainterShaderProgramPtr(new PainterShaderProgram);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
assert(m_drawTexturedProgram->link());
m_drawSolidColorProgram = PainterShaderProgramPtr(new PainterShaderProgram);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
assert(m_drawSolidColorProgram->link());
}
void Painter::terminate()
@ -97,38 +82,23 @@ void Painter::updateProjectionMatrix(const Size& viewportSize, bool inverseYAxis
}
}
void Painter::drawCoords(CoordsBuffer& coordsBuffer)
void Painter::drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer& coordsBuffer, PainterShaderProgram::DrawMode drawMode)
{
coordsBuffer.cacheVertexArrays();
if(coordsBuffer.getVertexCount() < 3)
if(coordsBuffer.getVertexCount() == 0)
return;
m_drawSolidColorProgram->prepareForDraw();
m_drawSolidColorProgram->setProjectionMatrix(m_projectionMatrix);
m_drawSolidColorProgram->setOpacity(m_currentOpacity);
m_drawSolidColorProgram->setColor(m_currentColor);
m_drawSolidColorProgram->setVertexCoords(coordsBuffer.getVertexCoords());
m_drawSolidColorProgram->drawTriangles(coordsBuffer.getVertexCount());
m_drawSolidColorProgram->releaseFromDraw();
program->setProjectionMatrix(m_projectionMatrix);
program->setOpacity(m_currentOpacity);
program->setColor(m_currentColor);
program->draw(coordsBuffer, drawMode);
}
void Painter::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture)
{
coordsBuffer.cacheVertexArrays();
if(coordsBuffer.getVertexCount() < 3)
return;
m_drawTexturedProgram->prepareForDraw();
m_drawTexturedProgram->setProjectionMatrix(m_projectionMatrix);
m_drawTexturedProgram->setOpacity(m_currentOpacity);
m_drawTexturedProgram->setColor(m_currentColor);
m_drawTexturedProgram->setTexture(texture);
m_drawTexturedProgram->setVertexCoords(coordsBuffer.getVertexCoords());
m_drawTexturedProgram->setTextureCoords(coordsBuffer.getTextureCoords());
m_drawTexturedProgram->drawTriangles(coordsBuffer.getVertexCount());
m_drawTexturedProgram->releaseFromDraw();
PainterShaderProgramPtr program = m_customProgram ? m_customProgram : m_drawTexturedProgram;
program->setTexture(texture);
drawProgram(program, coordsBuffer);
}
void Painter::drawTexturedRect(const Rect& dest, const TexturePtr& texture)
@ -163,7 +133,7 @@ void Painter::drawFilledRect(const Rect& dest)
m_coordsBuffer.clear();
m_coordsBuffer.addRect(dest);
drawCoords(m_coordsBuffer);
drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer);
}
void Painter::drawBoundingRect(const Rect& dest, int innerLineWidth)
@ -173,7 +143,12 @@ void Painter::drawBoundingRect(const Rect& dest, int innerLineWidth)
m_coordsBuffer.clear();
m_coordsBuffer.addBoudingRect(dest, innerLineWidth);
drawCoords(m_coordsBuffer);
drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer);
}
void Painter::setCustomProgram(PainterShaderProgramPtr program)
{
m_customProgram = program;
}
void Painter::setCompositionMode(Painter::CompositionMode compositionMode)

@ -26,6 +26,7 @@
#include "declarations.h"
#include <framework/util/databuffer.h>
#include "coordsbuffer.h"
#include "paintershaderprogram.h"
class Painter
{
@ -40,9 +41,8 @@ public:
void updateProjectionMatrix(const Size& viewportSize, bool inverseYAxis = false);
void drawCoords(CoordsBuffer& coordsBuffer);
void drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer& coordsBuffer, PainterShaderProgram::DrawMode drawMode = PainterShaderProgram::Triangles);
void drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture);
void drawTexturedRect(const Rect& dest, const TexturePtr& texture);
void drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src);
void drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src);
@ -55,6 +55,8 @@ public:
void setOpacity(int opacity) { m_currentOpacity = opacity / 255.0f; }
int getOpacity() { return m_currentOpacity * 255.0f; }
void setCustomProgram(PainterShaderProgramPtr program);
void releaseCustomProgram() { m_customProgram = nullptr; }
void setCompositionMode(CompositionMode compositionMode);
GLfloat *getProjectionMatrix() { return (GLfloat*)m_projectionMatrix; }
@ -62,6 +64,7 @@ public:
private:
PainterShaderProgramPtr m_drawTexturedProgram;
PainterShaderProgramPtr m_drawSolidColorProgram;
PainterShaderProgramPtr m_customProgram;
GLfloat m_projectionMatrix[3][3];
Color m_currentColor;
GLfloat m_currentOpacity;

@ -26,13 +26,31 @@
#include "texturemanager.h"
#include <framework/core/clock.h>
bool PainterShaderProgram::link()
{
bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
if(ShaderProgram::link()) {
bindUniformLocation(PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
bindUniformLocation(TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
bindUniformLocation(COLOR_UNIFORM, "color");
bindUniformLocation(OPACITY_UNIFORM, "opacity");
bindUniformLocation(TEXTURE_UNIFORM, "texture");
bindUniformLocation(TICKS_UNIFORM, "ticks");
return true;
}
return false;
}
void PainterShaderProgram::setProjectionMatrix(float projectionMatrix[3][3])
{
bind();
setUniformValue(PROJECTION_MATRIX_UNIFORM, projectionMatrix, true);
}
void PainterShaderProgram::setColor(const Color& color)
{
bind();
setUniformValue(COLOR_UNIFORM,
color.r() / 255.0f,
color.g() / 255.0f,
@ -42,11 +60,15 @@ void PainterShaderProgram::setColor(const Color& color)
void PainterShaderProgram::setOpacity(GLfloat opacity)
{
bind();
setUniformValue(OPACITY_UNIFORM, opacity);
}
void PainterShaderProgram::setTexture(const TexturePtr& texture)
{
if(!texture)
return;
float w = texture->getGlSize().width();
float h = texture->getGlSize().height();
@ -55,52 +77,45 @@ void PainterShaderProgram::setTexture(const TexturePtr& texture)
{ 0.0f, 1.0f/h }
};
bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->getId());
setUniformValue(TEXTURE_UNIFORM, 0);
setUniformValue(TEXTURE_TRANSFORM_MATRIX_UNIFORM, textureTransformMatrix, true);
}
void PainterShaderProgram::setVertexCoords(const GLfloat *vertices)
{
enableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
setAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR, vertices, 2);
}
void PainterShaderProgram::setTextureCoords(const GLfloat *textureCoords)
{
enableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
setAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR, textureCoords, 2);
m_mustDisableTexCoordsArray = true;
}
void PainterShaderProgram::prepareForDraw()
void PainterShaderProgram::draw(const CoordsBuffer& coordsBuffer, DrawMode drawMode)
{
assert(bind());
setUniformValue(TICKS_UNIFORM, (GLfloat)g_clock.ticks());
}
void PainterShaderProgram::drawTriangleStrip(int numVertices)
{
glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices);
}
int numVertices = coordsBuffer.getVertexCount();
if(numVertices == 0)
return;
void PainterShaderProgram::drawTriangles(int numVertices)
{
glDrawArrays(GL_TRIANGLES, 0, numVertices);
}
bool mustDisableVertexArray = false;
if(coordsBuffer.getVertexCount() > 0) {
enableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
setAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR, coordsBuffer.getVertices(), 2);
mustDisableVertexArray = true;
}
void PainterShaderProgram::releaseFromDraw()
{
if(m_mustDisableTexCoordsArray) {
disableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
m_mustDisableTexCoordsArray = false;
bool mustDisableTexCoordsArray = false;
if(coordsBuffer.getTextureCoords() > 0) {
enableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
setAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR, coordsBuffer.getTextureCoords(), 2);
mustDisableTexCoordsArray = true;
}
if(m_mustDisableVertexArray) {
glDrawArrays(drawMode, 0, numVertices);
if(mustDisableVertexArray)
disableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
m_mustDisableVertexArray = false;
}
if(mustDisableTexCoordsArray)
disableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
//release();
}

@ -24,10 +24,10 @@
#define PAINTERSHADER_H
#include "shaderprogram.h"
#include "coordsbuffer.h"
class PainterShaderProgram : public ShaderProgram
{
public:
enum {
VERTEX_COORDS_ATTR = 0,
TEXTURE_COORDS_ATTR = 1,
@ -38,22 +38,22 @@ public:
TEXTURE_UNIFORM = 4,
TICKS_UNIFORM = 5
};
public:
enum DrawMode {
Triangles = GL_TRIANGLES,
TriangleStrip = GL_TRIANGLE_STRIP
};
bool link();
void setProjectionMatrix(GLfloat projectionMatrix[3][3]);
void setColor(const Color& color);
void setOpacity(GLfloat opacity);
void setTexture(const TexturePtr& texture);
void setVertexCoords(const GLfloat *vertices);
void setTextureCoords(const GLfloat *textureCoords);
void prepareForDraw();
void drawTriangleStrip(int numVertices);
void drawTriangles(int numVertices);
void releaseFromDraw();
void draw(const CoordsBuffer& coordsBuffer, DrawMode drawMode = Triangles);
private:
Boolean<false> m_mustDisableVertexArray;
Boolean<false> m_mustDisableTexCoordsArray;
DrawMode m_drawMode;
};
#endif

@ -39,7 +39,7 @@ public:
bool addShaderFromSourceFile(Shader::ShaderType shaderType, const std::string& sourceFile);
void removeShader(const ShaderPtr& shader);
void removeAllShaders();
bool link();
virtual bool link();
bool bind();
void release();
std::string log();

@ -57,7 +57,7 @@ public:
}
void clear() { m_buffer.reset(); }
GLfloat *vertexArray() const { return m_buffer.data(); }
GLfloat *vertices() const { return m_buffer.data(); }
int vertexCount() const { return m_buffer.size() / 2; }
private:

@ -48,15 +48,7 @@ void Map::draw(const Rect& rect)
program = PainterShaderProgramPtr(new PainterShaderProgram);
program->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
program->addShaderFromSourceFile(Shader::Fragment, "/shadertest.frag");
program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
program->bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
assert(program->link());
program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_UNIFORM, "texture");
program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
}
g_painter.setColor(Fw::white);
@ -100,22 +92,11 @@ void Map::draw(const Rect& rect)
m_framebuffer->release();
//g_painter.setColor(Fw::white);
//m_framebuffer->draw(rect);
CoordsBuffer coordsBuffer;
coordsBuffer.addRect(rect, Rect(0,0,m_framebuffer->getTexture()->getSize()));
coordsBuffer.cacheVertexArrays();
program->prepareForDraw();
program->setProjectionMatrix((GLfloat (*)[3])g_painter.getProjectionMatrix());
program->setOpacity(1.0f);
program->setColor(Fw::white);
program->setTexture(m_framebuffer->getTexture());
program->setVertexCoords(coordsBuffer.getVertexCoords());
program->setTextureCoords(coordsBuffer.getTextureCoords());
program->drawTriangles(coordsBuffer.getVertexCount());
program->releaseFromDraw();
g_painter.setCustomProgram(program);
g_painter.setColor(Fw::white);
m_framebuffer->draw(rect);
g_painter.releaseCustomProgram();
// calculate stretch factor
float horizontalStretchFactor = rect.width() / (float)(m_visibleSize.width() * NUM_TILE_PIXELS);

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