#include "colorcurve.h"
#include "mesh.h"
#include "renderer.h"
+#include "resources.h"
#include "shader.h"
#include "texture2d.h"
namespace Msp {
namespace GL {
-ColorCurve::ColorCurve():
- shprog("colorcurve.glsl"),
- quad(get_fullscreen_quad()),
- linear_sampler(get_linear_sampler()),
- nearest_sampler(get_nearest_sampler())
+ColorCurve::ColorCurve(Resources &resources):
+ shprog(resources.get<Program>("_colorcurve.glsl.shader")),
+ quad(resources.get<Mesh>("_fullscreen_quad.mesh")),
+ linear_sampler(resources.get<Sampler>("_linear_clamp.samp")),
+ nearest_sampler(resources.get<Sampler>("_nearest_clamp.samp"))
{
- shdata.uniform("source", 0);
- shdata.uniform("curve", 1);
-
curve.storage(LUMINANCE8, 256, 1);
- texturing.attach(1, curve, linear_sampler.get());
set_exposure_adjust(0.0f);
set_brightness_response(0.4f);
void ColorCurve::render(Renderer &renderer, const Texture2D &color_buf, const Texture2D &)
{
- texturing.attach(0, color_buf, nearest_sampler.get());
-
Renderer::Push push(renderer);
renderer.set_shader_program(&shprog, &shdata);
- renderer.set_texturing(&texturing);
- quad->draw(renderer);
+ renderer.set_texture("source", &color_buf, &nearest_sampler);
+ renderer.set_texture("curve", &curve, &linear_sampler);
+ quad.draw(renderer);
}
srgb(false)
{ }
-ColorCurve *ColorCurve::Template::create(unsigned, unsigned) const
+ColorCurve *ColorCurve::Template::create(Resources &res, unsigned, unsigned) const
{
- RefPtr<ColorCurve> colorcurve = new ColorCurve;
+ RefPtr<ColorCurve> colorcurve = new ColorCurve(res);
colorcurve->set_exposure_adjust(exposure_adjust);
colorcurve->set_brightness_response(brightness_response);
if(srgb)