]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Use RenderTarget objects to manage FBOs in postprocessors
[libs/gl.git] / source / bloom.cpp
index 2160e147cb1b8877f1a657f7f15651362ebf26fa..039f414b998c512382b5cd1ef0f7043dc04c0e61 100644 (file)
@@ -3,6 +3,7 @@
 #include "blend.h"
 #include "bloom.h"
 #include "misc.h"
+#include "renderer.h"
 #include "shader.h"
 #include "tests.h"
 #include "texunit.h"
@@ -22,23 +23,23 @@ Bloom::Bloom(unsigned w, unsigned 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)
@@ -65,27 +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 &)
 {
-       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