#include "bloom.h"
#include "misc.h"
#include "renderer.h"
+#include "resources.h"
#include "shader.h"
#include "tests.h"
#include "texunit.h"
namespace Msp {
namespace GL {
-Bloom::Bloom(unsigned w, unsigned h):
- blur_shader("bloom_blur.glsl"),
- combine_shader("bloom_combine.glsl"),
- quad(get_fullscreen_quad()),
- nearest_sampler(get_nearest_sampler()),
- linear_sampler(get_linear_sampler())
+Bloom::Bloom(Resources &resources, unsigned w, unsigned h):
+ blur_shader(resources.get<Program>("_bloom_blur.glsl.shader")),
+ combine_shader(resources.get<Program>("_bloom_combine.glsl.shader")),
+ quad(resources.get<Mesh>("_fullscreen_quad.mesh")),
+ nearest_sampler(resources.get<Sampler>("_nearest_clamp.samp")),
+ linear_sampler(resources.get<Sampler>("_linear_clamp.samp"))
{
blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
common_shdata.uniform("source", 0);
common_shdata.uniform("blurred", 1);
- combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR), linear_sampler.get());
+ combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR), &linear_sampler);
set_radius(2.0f);
set_strength(0.2f);
{
BindRestore bind_fbo(target[i]->get_framebuffer());
Renderer::Push push2(renderer);
- renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src, nearest_sampler.get());
+ renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src, &nearest_sampler);
renderer.add_shader_data(blur_shdata[i]);
- quad->draw(renderer);
+ quad.draw(renderer);
}
- combine_texturing.attach(0, src, nearest_sampler.get());
+ combine_texturing.attach(0, src, &nearest_sampler);
renderer.set_texturing(&combine_texturing);
renderer.set_shader_program(&combine_shader);
- quad->draw(renderer);
+ quad.draw(renderer);
}
strength(0.2f)
{ }
-Bloom *Bloom::Template::create(unsigned width, unsigned height) const
+Bloom *Bloom::Template::create(Resources &res, unsigned width, unsigned height) const
{
- RefPtr<Bloom> bloom = new Bloom(width/size_divisor, height/size_divisor);
+ RefPtr<Bloom> bloom = new Bloom(res, width/size_divisor, height/size_divisor);
bloom->set_radius(radius);
bloom->set_strength(strength);
return bloom.release();