]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Remove dynamic allocation from VertexFormat
[libs/gl.git] / source / bloom.cpp
index a715749608d45247cc1660b73de37044f75b4795..733b14a2e5a0fe5245c4b7a362bbc802f6b40916 100644 (file)
@@ -3,53 +3,21 @@
 #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);
 
@@ -98,28 +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 &)
 {
-       BindRestore unbind_dtest(static_cast<DepthTest *>(0));
-       BindRestore unbind_blend(static_cast<Blend *>(0));
-
        {
-               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