/* $Id$
This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Copyright © 2009-2011 Mikko Rasa, Mikkosoft Productions
Distributed under the LGPL
*/
Bloom::Bloom(unsigned w, unsigned h):
blur_shader(blur_vs, blur_fs),
+ blur_shdata_common(blur_shader),
+ blur_shdata_x(blur_shader),
+ blur_shdata_y(blur_shader),
combine_shader(combine_vs, combine_fs),
+ combine_shdata(combine_shader),
quad(VERTEX2)
{
int loc = blur_shader.get_uniform_location("delta");
- blur_shdata[0].uniform(loc, 1.0f/w, 0.0f);
- blur_shdata[1].uniform(loc, 0.0f, 1.0f/h);
+ blur_shdata_x.uniform(loc, 1.0f/w, 0.0f);
+ blur_shdata_y.uniform(loc, 0.0f, 1.0f/h);
- loc = blur_shader.get_uniform_location("source");
+ blur_shdata_common.uniform("source", 0);
for(unsigned i=0; i<2; ++i)
{
- blur_shdata[i].uniform(loc, 0);
tex[i].set_min_filter(NEAREST);
tex[i].storage(RGB16F, w, h);
}
- combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1);
- combine_shdata.uniform(combine_shader.get_uniform_location("blurred"), 0);
+ combine_shdata.uniform("source", 1);
+ combine_shdata.uniform("blurred", 0);
combine_texturing.attach(0, tex[1]);
throw InvalidParameterValue("Radius must be positive");
int size = min(static_cast<int>(r*3.0f), 9);
- int loc = blur_shader.get_uniform_location("size");
- blur_shdata[0].uniform(loc, size);
- blur_shdata[1].uniform(loc, size);
+ blur_shdata_common.uniform("size", size);
vector<float> factors(size*2+1);
float sum = 0.0f;
sum += (factors[size+i] = exp(-i*i/r));
for(int i=0; i<=size*2; ++i)
- {
- loc = blur_shader.get_uniform_location(format("factors[%d]", i));
- float f = factors[i]/sum;
- blur_shdata[0].uniform(loc, f);
- blur_shdata[1].uniform(loc, f);
- }
+ blur_shdata_common.uniform(format("factors[%d]", i), factors[i]/sum);
}
void Bloom::set_strength(float s)
{
if(s<0.0f || s>1.0f)
throw InvalidParameterValue("Strength must be in the range [0.0, 1.0]");
- combine_shdata.uniform(combine_shader.get_uniform_location("strength"), s);
+ combine_shdata.uniform("strength", s);
}
void Bloom::render(const Texture2D &src, const Texture2D &)
{
Bind bind_shader(blur_shader);
+ blur_shdata_common.apply();
Bind bind_fbo(fbo, true);
for(unsigned i=0; i<2; ++i)
{
Bind bind_tex(i ? tex[0] : src);
fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
- blur_shdata[i].apply();
+ (i ? blur_shdata_y : blur_shdata_x).apply();
quad.draw();
}
}