]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/bloom.cpp
Add debug name capability to more classes
[libs/gl.git] / source / effects / bloom.cpp
index ee7c76c3217bef3befc48e40b794d3f485cb4389..8612ec06e8e10d6ba871143bc58568336c7aa38e 100644 (file)
@@ -4,6 +4,7 @@
 #include "bloom.h"
 #include "misc.h"
 #include "renderer.h"
+#include "resources.h"
 #include "shader.h"
 #include "tests.h"
 #include "texunit.h"
@@ -14,11 +15,11 @@ namespace Msp {
 namespace GL {
 
 Bloom::Bloom(unsigned w, unsigned h):
-       blur_shader("bloom_blur.glsl"),
-       combine_shader("bloom_combine.glsl"),
-       quad(get_fullscreen_quad()),
-       nearest_sampler(get_nearest_sampler()),
-       linear_sampler(get_linear_sampler())
+       blur_shader(Resources::get_global().get<Program>("_bloom_blur.glsl.shader")),
+       combine_shader(Resources::get_global().get<Program>("_bloom_combine.glsl.shader")),
+       quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
+       nearest_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp")),
+       linear_sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
 {
        blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
        blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
@@ -26,11 +27,6 @@ Bloom::Bloom(unsigned w, unsigned h):
        for(unsigned i=0; i<2; ++i)
                target[i] = new RenderTarget(w, h, (RENDER_COLOR,RGB16F));
 
-       common_shdata.uniform("source", 0);
-       common_shdata.uniform("blurred", 1);
-
-       combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR), linear_sampler.get());
-
        set_radius(2.0f);
        set_strength(0.2f);
 }
@@ -75,15 +71,28 @@ void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
        {
                BindRestore bind_fbo(target[i]->get_framebuffer());
                Renderer::Push push2(renderer);
-               renderer.set_texture(i ? &target[0]->get_target_texture(RENDER_COLOR) : &src, nearest_sampler.get());
+               renderer.set_texture("source", (i ? &target[0]->get_target_texture(RENDER_COLOR) : &src), &nearest_sampler);
                renderer.add_shader_data(blur_shdata[i]);
-               quad->draw(renderer);
+               quad.draw(renderer);
        }
 
-       combine_texturing.attach(0, src, nearest_sampler.get());
-       renderer.set_texturing(&combine_texturing);
+       renderer.set_texture("source", &src, &nearest_sampler);
+       renderer.set_texture("blurred", &target[1]->get_target_texture(RENDER_COLOR), &linear_sampler);
        renderer.set_shader_program(&combine_shader);
-       quad->draw(renderer);
+       quad.draw(renderer);
+}
+
+void Bloom::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       for(unsigned i=0; i<2; ++i)
+               target[i]->set_debug_name(format("%s [RT:%d]", name, i));
+       common_shdata.set_debug_name(name+" [UBO:common]");
+       blur_shdata[0].set_debug_name(name+" [UBO:blur_x]");
+       blur_shdata[1].set_debug_name(name+" [UBO:blur_y]");
+#else
+       (void)name;
+#endif
 }