#include "blend.h"
#include "bloom.h"
#include "misc.h"
+#include "renderer.h"
#include "shader.h"
#include "tests.h"
#include "texunit.h"
combine_shdata.uniform("strength", s);
}
-void Bloom::render(const Texture2D &src, const Texture2D &)
+void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
{
- BindRestore unbind_dtest(static_cast<DepthTest *>(0));
- BindRestore unbind_blend(static_cast<Blend *>(0));
- 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();
+ Renderer::Push push2(renderer);
+ renderer.set_texture(i ? &tex[0] : &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