]> 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 b73ea16079622cf34013ff88739be77c94b4852b..039f414b998c512382b5cd1ef0f7043dc04c0e61 100644 (file)
@@ -3,76 +3,47 @@
 #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);
 
        blur_shdata_common.uniform("source", 0);
        for(unsigned i=0; i<2; ++i)
-       {
-               tex[i].set_min_filter(NEAREST);
-               tex[i].storage(RGB16F, w, h);
-       }
+               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)
-               throw out_of_range("Bloom::set_radius");
+               throw invalid_argument("Bloom::set_radius");
 
        int size = min(static_cast<int>(r*3.0f), 9);
        blur_shdata_common.uniform("size", size);
@@ -85,39 +56,36 @@ 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)
 {
        if(s<0.0f || s>1.0f)
-               throw out_of_range("Bloom::set_strength");
+               throw invalid_argument("Bloom::set_strength");
        combine_shdata.uniform("strength", s);
 }
 
-void Bloom::render(const Texture2D &src, const Texture2D &)
+void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
 {
-       Bind unbind_dtest(static_cast<DepthTest *>(0), true);
-       Bind unbind_blend(static_cast<Blend *>(0), true);
-
        {
-               Bind bind_shader(blur_shader);
-               blur_shdata_common.apply();
-               Bind bind_fbo(fbo, true);
+               Renderer::Push push(renderer);
+               renderer.set_shader_program(&blur_shader, &blur_shdata_common);
                for(unsigned i=0; i<2; ++i)
                {
-                       Bind bind_tex(i ? tex[0] : src);
-                       fbo.attach(COLOR_ATTACHMENT0, tex[i], 0);
-                       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