|
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170 |
- /*
- * TSDGLBloomEffect.js
- * Keynote HTML Player
- *
- * Created by Tungwei Cheng
- * Copyright (c) 2018 Apple Inc. All rights reserved.
- */
-
- var kShaderUniformBloomAmount = "BloomAmount";
- var kShaderUniformBlurTexture = "BlurTexture";
-
- var TSDGLBloomEffect = Class.create({
- initialize: function(gl) {
- this.gl = gl;
- },
-
- initWithEffectSize: function(effectSize, blurScale) {
- this._effectSize = effectSize;
-
- // blurScale must be >= 1.0
- this._blurBufferSize = CGSizeMake(Math.max(16, Math.ceil(effectSize.width / blurScale)), Math.max(16, Math.ceil(effectSize.height / blurScale)));;
-
- this.p_setupShaders();
- this.p_setupBuffers();
- },
-
- p_setupShaders: function() {
- var gl = this.gl;
- var _blurBufferSize = this._blurBufferSize;
-
- var blurTextureSize = WebGraphics.makePoint(1.0 / _blurBufferSize.width, 1.0 / _blurBufferSize.height);
- var blurTransform = WebGraphics.makeOrthoMatrix4(0, _blurBufferSize.width, 0, _blurBufferSize.height, -1, +1);
-
- // shader 1: horizontal blur shader
- var _blurHorizontalShader = this._blurHorizontalShader = new TSDGLShader(gl);
- _blurHorizontalShader.initWithDefaultHorizontalBlurShader();
- _blurHorizontalShader.setMat4WithTransform3D(blurTransform, kTSDGLShaderUniformMVPMatrix);
- _blurHorizontalShader.setPoint2D(blurTextureSize, kTSDGLShaderUniformTextureSize);
-
- // shader 2: vertical blur shader
- var _blurVerticalShader = this._blurVerticalShader = new TSDGLShader(gl);
- _blurVerticalShader.initWithDefaultVerticalBlurShader();
- _blurVerticalShader.setMat4WithTransform3D(blurTransform, kTSDGLShaderUniformMVPMatrix);
- _blurVerticalShader.setPoint2D(blurTextureSize, kTSDGLShaderUniformTextureSize);
-
- // shader 3: transfer shader
- var _fboTransferShader = this._fboTransferShader = new TSDGLShader(gl);
- _fboTransferShader.initWithDefaultTextureShader();
- _fboTransferShader.setMat4WithTransform3D(blurTransform, kTSDGLShaderUniformMVPMatrix);
-
- // shader 4: bloom effect shader
- var _bloomShader = this._bloomShader = new TSDGLShader(gl);
- _bloomShader.initWithShaderFileNames("bloom", "bloom");
- _bloomShader.setGLint(0, kTSDGLShaderUniformTexture);
- _bloomShader.setGLint(1, kShaderUniformBlurTexture);
- },
-
- p_setupBuffers: function() {
- var gl = this.gl;
- var _effectSize = this._effectSize;
- var _blurBufferSize = this._blurBufferSize;
- var meshSize = CGSizeMake(2, 2);
- var effectRect = CGRectMake(0, 0, _effectSize.width, _effectSize.height);
- var blurBufferRect = CGRectMake(0, 0, _blurBufferSize.width, _blurBufferSize.height);
-
- // buffer 1: bloom effect
- var _dataBuffer = this._dataBuffer = new TSDGLDataBuffer(gl);
- _dataBuffer.initWithVertexRect(effectRect, TSDRectUnit, meshSize, false, false);
-
- // buffer 2: blur buffer
- var _blurDataBuffer = this._blurDataBuffer = new TSDGLDataBuffer(gl);
- _blurDataBuffer.initWithVertexRect(blurBufferRect, CGRectZero, meshSize, true, false);
-
- // buffer 3: transfer buffer
- var _blurTransferDataBuffer = this._blurTransferDataBuffer = new TSDGLDataBuffer(gl);
- _blurTransferDataBuffer.initWithVertexRect(blurBufferRect, TSDRectUnit, meshSize, false, false);
-
- // initialize color framebuffer with one texture for storing incoming rendering
- this._colorFramebuffer = new TSDGLFrameBuffer(gl, _effectSize, 1);
-
- // initialize blur framebuffer with two textures for blurring operations
- this._blurFramebuffer = new TSDGLFrameBuffer(gl, _blurBufferSize, 2);
- },
-
- bindFramebuffer: function() {
- this._colorFramebuffer.bindFramebuffer();
- },
-
- unbindFramebufferAndBindGLFramebuffer: function(previousFramebuffer) {
- this._colorFramebuffer.unbindFramebufferAndBindGLFramebuffer(previousFramebuffer);
- },
-
- p_blurColorBufferWithPreviousFramebuffer: function(previousFramebuffer) {
- var gl = this.gl;
- var _blurFramebuffer = this._blurFramebuffer;
- var _blurBufferSize = this._blurBufferSize;
-
- _blurFramebuffer.bindFramebuffer();
-
- gl.clear(gl.COLOR_BUFFER_BIT);
-
- gl.viewport(0, 0, _blurBufferSize.width, _blurBufferSize.height);
-
- // Step 1: Transfer color to blur buffer
-
- gl.bindTexture(gl.TEXTURE_2D, this._colorFramebuffer.currentGLTexture());
-
- this._blurTransferDataBuffer.drawWithShader(this._fboTransferShader, true);
-
- // Step 2: Blur horizontally
-
- var blurTexture = _blurFramebuffer.currentGLTexture();
- _blurFramebuffer.setCurrentTextureToNext();
-
- gl.clear(gl.COLOR_BUFFER_BIT);
-
- gl.bindTexture(gl.TEXTURE_2D, blurTexture);
-
- this._blurDataBuffer.drawWithShader(this._blurHorizontalShader, true);
-
- // Step 3: Blur Vertically
-
- gl.bindTexture(gl.TEXTURE_2D, null);
-
- blurTexture = _blurFramebuffer.currentGLTexture();
- _blurFramebuffer.setCurrentTextureToNext();
-
- gl.clear(gl.COLOR_BUFFER_BIT);
-
- gl.bindTexture(gl.TEXTURE_2D, blurTexture);
-
- this._blurDataBuffer.drawWithShader(this._blurVerticalShader, true);
-
- _blurFramebuffer.unbindFramebufferAndBindGLFramebuffer(previousFramebuffer);
-
- gl.bindTexture(gl.TEXTURE_2D, null);
- },
-
- drawBloomEffectWithMVPMatrix: function(MVPMatrix, bloomAmount, currentGLFramebuffer) {
- var gl = this.gl;
- var _effectSize = this._effectSize;
- var oldViewportRect = gl.getParameter(gl.VIEWPORT);
-
- // Blur color buffer into blur FBO
- this.p_blurColorBufferWithPreviousFramebuffer(currentGLFramebuffer);
-
- // change viewport back to effect size
- gl.viewport(0, 0, _effectSize.width, _effectSize.height);
-
- // Draw Bloom
- gl.activeTexture(gl.TEXTURE1);
- gl.bindTexture(gl.TEXTURE_2D, this._blurFramebuffer.currentGLTexture());
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, this._colorFramebuffer.currentGLTexture());
-
- var _bloomShader = this._bloomShader;
- _bloomShader.setMat4WithTransform3D(MVPMatrix, kTSDGLShaderUniformMVPMatrix);
- _bloomShader.setGLFloat(bloomAmount, kShaderUniformBloomAmount);
-
- this._dataBuffer.drawWithShader(_bloomShader, true);
-
- gl.activeTexture(gl.TEXTURE1);
- gl.bindTexture(gl.TEXTURE_2D, null);
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, null);
-
- // change viewport back to original size
- gl.viewport(oldViewportRect[0], oldViewportRect[1], oldViewportRect[2], oldViewportRect[3]);
- }
- });
|