blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
- blur_shdata_common.uniform("source", 0);
for(unsigned i=0; i<2; ++i)
- {
- tex[i].set_min_filter(NEAREST);
- tex[i].set_wrap(CLAMP_TO_EDGE);
- tex[i].storage(RGB16F, w, h);
- fbo[i].attach(COLOR_ATTACHMENT0, tex[i], 0);
- fbo[i].require_complete();
- }
+ target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
- combine_shdata.uniform("source", 1);
- combine_shdata.uniform("blurred", 0);
+ common_shdata.uniform("source", 0);
+ common_shdata.uniform("blurred", 1);
- combine_texturing.attach(0, tex[1]);
+ combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR));
set_radius(2.0f);
set_strength(0.2f);
}
+Bloom::~Bloom()
+{
+ for(unsigned i=0; i<2; ++i)
+ delete target[i];
+}
+
void Bloom::set_radius(float r)
{
if(r<=0.0f)
throw invalid_argument("Bloom::set_radius");
int size = min(static_cast<int>(r*3.0f), 9);
- blur_shdata_common.uniform("size", size);
+ common_shdata.uniform("size", size);
vector<float> factors(size*2+1);
float sum = 0.0f;
for(int i=0; i<=size*2; ++i)
factors[i] /= sum;
- blur_shdata_common.uniform1_array("factors", size*2+1, &factors.front());
+ common_shdata.uniform1_array("factors", size*2+1, &factors.front());
}
void Bloom::set_strength(float s)
{
if(s<0.0f || s>1.0f)
throw invalid_argument("Bloom::set_strength");
- combine_shdata.uniform("strength", s);
+ common_shdata.uniform("strength", s);
}
void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
{
+ Renderer::Push push(renderer);
+ renderer.set_shader_program(&blur_shader, &common_shdata);
+ for(unsigned i=0; i<2; ++i)
{
- Renderer::Push push(renderer);
- renderer.set_shader_program(&blur_shader, &blur_shdata_common);
- for(unsigned i=0; i<2; ++i)
- {
- BindRestore bind_fbo(fbo[i]);
- Renderer::Push push2(renderer);
- renderer.set_texture(i ? &tex[0] : &src);
- renderer.add_shader_data(blur_shdata[i]);
- quad.draw(renderer);
- }
+ BindRestore bind_fbo(target[i]->get_framebuffer());
+ Renderer::Push push2(renderer);
+ renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src);
+ renderer.add_shader_data(blur_shdata[i]);
+ quad.draw(renderer);
}
- Renderer::Push push(renderer);
- combine_texturing.attach(1, src);
+ combine_texturing.attach(0, src);
renderer.set_texturing(&combine_texturing);
- renderer.set_shader_program(&combine_shader, &combine_shdata);
+ renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}