X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fbloom.cpp;h=733b14a2e5a0fe5245c4b7a362bbc802f6b40916;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=5ffa82f673010713fa89bed65c5a0d406a559245;hpb=f33a98b1a044c8ac7b12778cbca6c4a124875e4a;p=libs%2Fgl.git diff --git a/source/bloom.cpp b/source/bloom.cpp index 5ffa82f6..733b14a2 100644 --- a/source/bloom.cpp +++ b/source/bloom.cpp @@ -3,53 +3,21 @@ #include "blend.h" #include "bloom.h" #include "misc.h" +#include "renderer.h" #include "shader.h" #include "tests.h" #include "texunit.h" 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 +56,7 @@ 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) @@ -98,28 +66,26 @@ void Bloom::set_strength(float s) combine_shdata.uniform("strength", s); } -void Bloom::render(const Texture2D &src, const Texture2D &) +void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &) { - BindRestore unbind_dtest(static_cast(0)); - BindRestore unbind_blend(static_cast(0)); - { - Bind bind_shader(blur_shader); - blur_shdata_common.apply(); + Renderer::Push push(renderer); + renderer.set_shader_program(&blur_shader, &blur_shdata_common); for(unsigned i=0; i<2; ++i) { BindRestore bind_fbo(fbo[i]); - Bind bind_tex(i ? tex[0] : src); - blur_shdata[i].apply(); - quad.draw(); + Renderer::Push push2(renderer); + renderer.set_texture(i ? &tex[0] : &src); + renderer.add_shader_data(blur_shdata[i]); + quad.draw(renderer); } } + Renderer::Push push(renderer); combine_texturing.attach(1, src); - Bind bind_texturing(combine_texturing); - Bind bind_shader(combine_shader); - combine_shdata.apply(); - quad.draw(); + renderer.set_texturing(&combine_texturing); + renderer.set_shader_program(&combine_shader, &combine_shdata); + quad.draw(renderer); } } // namespace GL