#include <cmath>
#include <msp/strings/format.h>
-#include "blend.h"
#include "bloom.h"
-#include "misc.h"
+#include "mesh.h"
#include "renderer.h"
#include "resources.h"
-#include "shader.h"
-#include "tests.h"
-#include "texunit.h"
+#include "texture2d.h"
using namespace std;
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
for(unsigned i=0; i<2; ++i)
- target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
+ target[i] = new RenderTarget(w, h, (COLOR_ATTACHMENT,RGB16F));
set_radius(2.0f);
set_strength(0.2f);
renderer.set_shader_program(&blur_shader, &common_shdata);
for(unsigned i=0; i<2; ++i)
{
- BindRestore bind_fbo(target[i]->get_framebuffer());
Renderer::Push push2(renderer);
- renderer.set_texture("source", (i ? &target[0]->get_target_texture(RENDER_COLOR) : &src), &nearest_sampler);
+ renderer.set_framebuffer(&target[i]->get_framebuffer());
+ renderer.set_texture("source", (i ? &target[0]->get_target_texture(COLOR_ATTACHMENT) : &src), &nearest_sampler);
renderer.add_shader_data(blur_shdata[i]);
quad.draw(renderer);
}
renderer.set_texture("source", &src, &nearest_sampler);
- renderer.set_texture("blurred", &target[1]->get_target_texture(RENDER_COLOR), &linear_sampler);
+ renderer.set_texture("blurred", &target[1]->get_target_texture(COLOR_ATTACHMENT), &linear_sampler);
renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}
+void Bloom::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ for(unsigned i=0; i<2; ++i)
+ target[i]->set_debug_name(format("%s [RT:%d]", name, i));
+ common_shdata.set_debug_name(name+" [UBO:common]");
+ blur_shdata[0].set_debug_name(name+" [UBO:blur_x]");
+ blur_shdata[1].set_debug_name(name+" [UBO:blur_y]");
+#else
+ (void)name;
+#endif
+}
-Bloom::Template::Template():
- radius(2.0f),
- strength(0.2f)
-{ }
Bloom *Bloom::Template::create(unsigned width, unsigned height) const
{