X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fbloom.cpp;h=36cdb8ddfeec2eeb67e940f95521667e549dc78d;hb=9846a5c6e73b3a146084894a11550dbbf184a22a;hp=1760a6b2940568d95f5d17f9d1cda55fae29dda9;hpb=89451c28c2c3fcd7c1cedbe136b5f19ef9347d7c;p=libs%2Fgl.git diff --git a/source/bloom.cpp b/source/bloom.cpp index 1760a6b2..36cdb8dd 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -1,12 +1,5 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include -#include +#include #include "blend.h" #include "bloom.h" #include "meshbuilder.h" @@ -67,20 +60,18 @@ Bloom::Bloom(unsigned w, unsigned h): combine_shader(combine_vs, combine_fs), quad(VERTEX2) { - int loc = blur_shader.get_uniform_location("delta"); - blur_shdata[0].uniform(loc, 1.0f/w, 0.0f); - blur_shdata[1].uniform(loc, 0.0f, 1.0f/h); + blur_shdata[0].uniform("delta", 1.0f/w, 0.0f); + blur_shdata[1].uniform("delta", 0.0f, 1.0f/h); - loc = blur_shader.get_uniform_location("source"); + blur_shdata_common.uniform("source", 0); for(unsigned i=0; i<2; ++i) { - blur_shdata[i].uniform(loc, 0); tex[i].set_min_filter(NEAREST); tex[i].storage(RGB16F, w, h); } - combine_shdata.uniform(combine_shader.get_uniform_location("source"), 1); - combine_shdata.uniform(combine_shader.get_uniform_location("blurred"), 0); + combine_shdata.uniform("source", 1); + combine_shdata.uniform("blurred", 0); combine_texturing.attach(0, tex[1]); @@ -99,12 +90,10 @@ Bloom::Bloom(unsigned w, unsigned h): void Bloom::set_radius(float r) { if(r<=0.0f) - throw InvalidParameterValue("Radius must be positive"); + throw out_of_range("Bloom::set_radius"); int size = min(static_cast(r*3.0f), 9); - int loc = blur_shader.get_uniform_location("size"); - blur_shdata[0].uniform(loc, size); - blur_shdata[1].uniform(loc, size); + blur_shdata_common.uniform("size", size); vector factors(size*2+1); float sum = 0.0f; @@ -113,19 +102,14 @@ void Bloom::set_radius(float r) sum += (factors[size+i] = exp(-i*i/r)); for(int i=0; i<=size*2; ++i) - { - loc = blur_shader.get_uniform_location(format("factors[%d]", i)); - float f = factors[i]/sum; - blur_shdata[0].uniform(loc, f); - blur_shdata[1].uniform(loc, f); - } + blur_shdata_common.uniform(format("factors[%d]", i), factors[i]/sum); } void Bloom::set_strength(float s) { if(s<0.0f || s>1.0f) - throw InvalidParameterValue("Strength must be in the range [0.0, 1.0]"); - combine_shdata.uniform(combine_shader.get_uniform_location("strength"), s); + throw out_of_range("Bloom::set_strength"); + combine_shdata.uniform("strength", s); } void Bloom::render(const Texture2D &src, const Texture2D &) @@ -135,6 +119,7 @@ void Bloom::render(const Texture2D &src, const Texture2D &) { Bind bind_shader(blur_shader); + blur_shdata_common.apply(); Bind bind_fbo(fbo, true); for(unsigned i=0; i<2; ++i) {