namespace GL {
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
+ occlude_target(w, h, (RENDER_COLOR,RGB)),
occlude_shader("ambientocclusion_occlude.glsl"),
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
- occlusion.storage(RGB, w, h);
- occlusion.set_min_filter(NEAREST);
- occlusion.set_mag_filter(NEAREST);
- occlusion.set_wrap(CLAMP_TO_EDGE);
- fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
- fbo.require_complete();
-
- combine_texturing.attach(2, occlusion);
+ combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
rotate_lookup.storage(RGBA, 4, 4);
rotate_lookup.set_min_filter(NEAREST);
combine_texturing.attach(0, depth);
combine_texturing.attach(1, color);
-
{
Renderer::Push push(renderer);
- BindRestore bind_fbo(fbo);
+ BindRestore bind_fbo(occlude_target.get_framebuffer());
renderer.set_texturing(&occlude_texturing);
renderer.set_shader_program(&occlude_shader, &occlude_shdata);
quad.draw(renderer);
#include "postprocessor.h"
#include "program.h"
#include "programdata.h"
+#include "rendertarget.h"
#include "texture2d.h"
#include "texturing.h"
class AmbientOcclusion: public PostProcessor
{
private:
- Texture2D occlusion;
Texture2D rotate_lookup;
- Framebuffer fbo;
+ RenderTarget occlude_target;
Texturing occlude_texturing;
Program occlude_shader;
ProgramData occlude_shdata;
blur_shdata_common.uniform("source", 0);
for(unsigned i=0; i<2; ++i)
- {
- tex[i].set_min_filter(NEAREST);
- tex[i].set_wrap(CLAMP_TO_EDGE);
- tex[i].storage(RGB16F, w, h);
- fbo[i].attach(COLOR_ATTACHMENT0, tex[i], 0);
- fbo[i].require_complete();
- }
+ target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
combine_shdata.uniform("source", 1);
combine_shdata.uniform("blurred", 0);
- combine_texturing.attach(0, tex[1]);
+ combine_texturing.attach(0, target[1]->get_target_texture(RENDER_COLOR));
set_radius(2.0f);
set_strength(0.2f);
}
+Bloom::~Bloom()
+{
+ for(unsigned i=0; i<2; ++i)
+ delete target[i];
+}
+
void Bloom::set_radius(float r)
{
if(r<=0.0f)
renderer.set_shader_program(&blur_shader, &blur_shdata_common);
for(unsigned i=0; i<2; ++i)
{
- BindRestore bind_fbo(fbo[i]);
+ BindRestore bind_fbo(target[i]->get_framebuffer());
Renderer::Push push2(renderer);
- renderer.set_texture(i ? &tex[0] : &src);
+ renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src);
renderer.add_shader_data(blur_shdata[i]);
quad.draw(renderer);
}
#include "texturing.h"
#include "program.h"
#include "programdata.h"
+#include "rendertarget.h"
namespace Msp {
namespace GL {
class Bloom: public PostProcessor
{
private:
- Framebuffer fbo[2];
- Texture2D tex[2];
+ RenderTarget *target[2];
Program blur_shader;
ProgramData blur_shdata_common;
ProgramData blur_shdata[2];
public:
Bloom(unsigned, unsigned);
+ ~Bloom();
/** Sets the σ value of the gaussian blur. Values much larger than 4.0 are
likely to cause artifacts. */