#include "postprocessor.h"
#include "shader.h"
-namespace {
-
-const char fullscreen_vs_source[] =
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = gl_Vertex;\n"
- " texcoord = gl_Vertex.xy*0.5+0.5;\n"
- "}\n";
-
-}
-
-
namespace Msp {
namespace GL {
-Shader &PostProcessor::get_fullscreen_vertex_shader()
+WeakPtr<Mesh> PostProcessor::fullscreen_quad;
+
+void PostProcessor::render(Renderer &, const Texture2D &color, const Texture2D &depth)
{
- static Shader shader(VERTEX_SHADER, fullscreen_vs_source);
- return shader;
+ render(color, depth);
}
-const Mesh &PostProcessor::get_fullscreen_quad()
+RefPtr<Mesh> PostProcessor::get_fullscreen_quad()
{
- static const Mesh &mesh = create_fullscreen_quad();
+ RefPtr<Mesh> mesh;
+ mesh = fullscreen_quad;
+ if(!mesh)
+ {
+ mesh = new Mesh(VERTEX2);
+ MeshBuilder builder(*mesh);
+ builder.begin(TRIANGLE_STRIP);
+ builder.vertex(-1, 1);
+ builder.vertex(-1, -1);
+ builder.vertex(1, 1);
+ builder.vertex(1, -1);
+ builder.end();
+ fullscreen_quad = mesh;
+ }
return mesh;
}
-const Mesh &PostProcessor::create_fullscreen_quad()
+
+PostProcessor::Template::Template():
+ size_divisor(1)
+{ }
+
+
+PostProcessor::Template::Loader::Loader(Template &t):
+ DataFile::ObjectLoader<Template>(t)
{
- static Mesh mesh(GL::VERTEX2);
- MeshBuilder builder(mesh);
- builder.begin(TRIANGLE_STRIP);
- builder.vertex(-1, 1);
- builder.vertex(-1, -1);
- builder.vertex(1, 1);
- builder.vertex(1, -1);
- builder.end();
- return mesh;
+ add("size_divisor", &Template::size_divisor);
}
} // namespace GL