#include "blend.h"
#include "bloom.h"
#include "misc.h"
+#include "renderer.h"
#include "shader.h"
#include "tests.h"
#include "texunit.h"
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)
combine_shdata.uniform("strength", s);
}
-void Bloom::render(const Texture2D &src, const Texture2D &)
+void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
{
- Bind bind_mesh(quad);
-
{
- 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();
+ 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);
- 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