]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Cosmetic fixes
[libs/gl.git] / source / bloom.cpp
index 733b14a2e5a0fe5245c4b7a362bbc802f6b40916..e00fd0e149bc0c8bc5ad9c74d0a13522c2124d76 100644 (file)
@@ -21,32 +21,31 @@ Bloom::Bloom(unsigned w, unsigned h):
        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].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);
+       common_shdata.uniform("source", 0);
+       common_shdata.uniform("blurred", 1);
 
-       combine_texturing.attach(0, tex[1]);
+       combine_texturing.attach(1, 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 invalid_argument("Bloom::set_radius");
 
        int size = min(static_cast<int>(r*3.0f), 9);
-       blur_shdata_common.uniform("size", size);
+       common_shdata.uniform("size", size);
 
        vector<float> factors(size*2+1);
        float sum = 0.0f;
@@ -56,37 +55,56 @@ void Bloom::set_radius(float r)
        for(int i=0; i<=size*2; ++i)
                factors[i] /= sum;
 
-       blur_shdata_common.uniform1_array("factors", size*2+1, &factors.front());
+       common_shdata.uniform1_array("factors", size*2+1, &factors.front());
 }
 
 void Bloom::set_strength(float s)
 {
        if(s<0.0f || s>1.0f)
                throw invalid_argument("Bloom::set_strength");
-       combine_shdata.uniform("strength", s);
+       common_shdata.uniform("strength", s);
 }
 
 void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
 {
+       Renderer::Push push(renderer);
+       renderer.set_shader_program(&blur_shader, &common_shdata);
+       for(unsigned i=0; i<2; ++i)
        {
-               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]);
-                       Renderer::Push push2(renderer);
-                       renderer.set_texture(i ? &tex[0] : &src);
-                       renderer.add_shader_data(blur_shdata[i]);
-                       quad.draw(renderer);
-               }
+               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);
+       combine_texturing.attach(0, src);
        renderer.set_texturing(&combine_texturing);
-       renderer.set_shader_program(&combine_shader, &combine_shdata);
+       renderer.set_shader_program(&combine_shader);
        quad.draw(renderer);
 }
 
+
+Bloom::Template::Template():
+       radius(2.0f),
+       strength(0.2f)
+{ }
+
+Bloom *Bloom::Template::create(unsigned width, unsigned height) const
+{
+       RefPtr<Bloom> bloom = new Bloom(width/size_divisor, height/size_divisor);
+       bloom->set_radius(radius);
+       bloom->set_strength(strength);
+       return bloom.release();
+}
+
+
+Bloom::Template::Loader::Loader(Template &t):
+       DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
+{
+       add("strength", &Template::strength);
+       add("radius", &Template::radius);
+}
+
 } // namespace GL
 } // namespace Msp