X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fbloom.cpp;h=58edc65dfd2bed54a99cc65b0a36f879b522dee3;hb=8812fe9fc71b997246ddfdedb8a91932b679d2d3;hp=5ffa82f673010713fa89bed65c5a0d406a559245;hpb=f33a98b1a044c8ac7b12778cbca6c4a124875e4a;p=libs%2Fgl.git diff --git a/source/bloom.cpp b/source/bloom.cpp index 5ffa82f6..58edc65d 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -9,47 +9,14 @@ using namespace std; -namespace { - -static const char blur_fs[]= - "uniform sampler2D source;\n" - "uniform vec2 delta;\n" - "uniform float factors[19];\n" - "uniform int size;\n" - "varying vec2 texcoord;\n" - "void main()\n" - "{\n" - " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n" - " for(int i=0; i<=size*2; ++i)\n" - " gl_FragColor += texture2D(source, texcoord+delta*float(i-size))*factors[i];\n" - "}"; - -static const char combine_fs[]= - "uniform sampler2D source;\n" - "uniform sampler2D blurred;\n" - "uniform float strength;\n" - "varying vec2 texcoord;\n" - "void main()\n" - "{\n" - " gl_FragColor = mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n" - "}"; - -} - namespace Msp { namespace GL { Bloom::Bloom(unsigned w, unsigned h): + blur_shader("bloom_blur.glsl"), + combine_shader("bloom_combine.glsl"), quad(get_fullscreen_quad()) { - blur_shader.attach_shader(get_fullscreen_vertex_shader()); - blur_shader.attach_shader_owned(new FragmentShader(blur_fs)); - blur_shader.link(); - - combine_shader.attach_shader(get_fullscreen_vertex_shader()); - combine_shader.attach_shader_owned(new FragmentShader(combine_fs)); - combine_shader.link(); - blur_shdata[0].uniform("delta", 1.0f/w, 0.0f); blur_shdata[1].uniform("delta", 0.0f, 1.0f/h); @@ -88,7 +55,7 @@ void Bloom::set_radius(float r) for(int i=0; i<=size*2; ++i) factors[i] /= sum; - blur_shdata_common.uniform1_array("factors[0]", size*2+1, &factors.front()); + blur_shdata_common.uniform1_array("factors", size*2+1, &factors.front()); } void Bloom::set_strength(float s) @@ -102,6 +69,7 @@ void Bloom::render(const Texture2D &src, const Texture2D &) { BindRestore unbind_dtest(static_cast(0)); BindRestore unbind_blend(static_cast(0)); + Bind bind_mesh(quad); { Bind bind_shader(blur_shader);