uniform sampler2D blurred;
+uniform vec2 delta;
uniform BloomParams
{
- vec2 delta;
float factors[19];
int size;
float strength;
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
- combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
+ texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
rotate_lookup.storage(RGBA, 4, 4);
rotate_lookup.set_min_filter(NEAREST);
}
rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
- occlude_texturing.attach(1, rotate_lookup);
+ texturing.attach(3, rotate_lookup);
- occlude_shdata.uniform("depth", 0);
- occlude_shdata.uniform("rotate", 1);
- occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
-
- combine_shdata.uniform("source", 1);
- combine_shdata.uniform("depth", 0);
- combine_shdata.uniform("occlusion", 2);
- combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
+ shdata.uniform("source", 0);
+ shdata.uniform("depth", 1);
+ shdata.uniform("occlusion", 2);
+ shdata.uniform("rotate", 3);
+ shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
set_depth_ratio(depth_ratio);
set_darkness(1.5);
{
depth_ratio = 1/depth_ratio;
- occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
- combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
+ shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
}
void AmbientOcclusion::set_darkness(float darkness)
{
- occlude_shdata.uniform("darkness", darkness);
+ shdata.uniform("darkness", darkness);
}
void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
{
- occlude_texturing.attach(0, depth);
- combine_texturing.attach(0, depth);
- combine_texturing.attach(1, color);
+ texturing.attach(0, color);
+ texturing.attach(1, depth);
+
+ Renderer::Push push(renderer);
+ renderer.set_texturing(&texturing);
+ renderer.set_shader_program(&occlude_shader, &shdata);
{
- Renderer::Push push(renderer);
BindRestore bind_fbo(occlude_target.get_framebuffer());
- renderer.set_texturing(&occlude_texturing);
- renderer.set_shader_program(&occlude_shader, &occlude_shdata);
quad.draw(renderer);
}
- Renderer::Push push(renderer);
- renderer.set_texturing(&combine_texturing);
- renderer.set_shader_program(&combine_shader, &combine_shdata);
+ renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}
private:
Texture2D rotate_lookup;
RenderTarget occlude_target;
- Texturing occlude_texturing;
+ Texturing texturing;
Program occlude_shader;
- ProgramData occlude_shdata;
- Texturing combine_texturing;
Program combine_shader;
- ProgramData combine_shdata;
+ ProgramData shdata;
const Mesh &quad;
public:
blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
- blur_shdata_common.uniform("source", 0);
for(unsigned i=0; i<2; ++i)
target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
- combine_shdata.uniform("source", 1);
- combine_shdata.uniform("blurred", 0);
+ common_shdata.uniform("source", 0);
+ common_shdata.uniform("blurred", 1);
- combine_texturing.attach(0, target[1]->get_target_texture(RENDER_COLOR));
+ combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR));
set_radius(2.0f);
set_strength(0.2f);
throw invalid_argument("Bloom::set_radius");
int size = min(static_cast<int>(r*3.0f), 9);
- blur_shdata_common.uniform("size", size);
+ common_shdata.uniform("size", size);
vector<float> factors(size*2+1);
float sum = 0.0f;
for(int i=0; i<=size*2; ++i)
factors[i] /= sum;
- blur_shdata_common.uniform1_array("factors", size*2+1, &factors.front());
+ common_shdata.uniform1_array("factors", size*2+1, &factors.front());
}
void Bloom::set_strength(float s)
{
if(s<0.0f || s>1.0f)
throw invalid_argument("Bloom::set_strength");
- combine_shdata.uniform("strength", s);
+ common_shdata.uniform("strength", s);
}
void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
{
+ Renderer::Push push(renderer);
+ renderer.set_shader_program(&blur_shader, &common_shdata);
+ for(unsigned i=0; i<2; ++i)
{
- Renderer::Push push(renderer);
- renderer.set_shader_program(&blur_shader, &blur_shdata_common);
- for(unsigned i=0; i<2; ++i)
- {
- BindRestore bind_fbo(target[i]->get_framebuffer());
- Renderer::Push push2(renderer);
- renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src);
- renderer.add_shader_data(blur_shdata[i]);
- quad.draw(renderer);
- }
+ BindRestore bind_fbo(target[i]->get_framebuffer());
+ Renderer::Push push2(renderer);
+ renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src);
+ renderer.add_shader_data(blur_shdata[i]);
+ quad.draw(renderer);
}
- Renderer::Push push(renderer);
- combine_texturing.attach(1, src);
+ combine_texturing.attach(0, src);
renderer.set_texturing(&combine_texturing);
- renderer.set_shader_program(&combine_shader, &combine_shdata);
+ renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}
{
private:
RenderTarget *target[2];
+ ProgramData common_shdata;
Program blur_shader;
- ProgramData blur_shdata_common;
ProgramData blur_shdata[2];
Program combine_shader;
- ProgramData combine_shdata;
Texturing combine_texturing;
const Mesh &quad;