]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/bloom.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / effects / bloom.cpp
index 1e39c68632002b29718be21a4949f8f2b8d812d9..b9b63bcbc1d3505758dd347ae869fe29be98b554 100644 (file)
@@ -1,36 +1,28 @@
 #include <cmath>
 #include <msp/strings/format.h>
-#include "blend.h"
 #include "bloom.h"
-#include "misc.h"
+#include "mesh.h"
 #include "renderer.h"
 #include "resources.h"
-#include "shader.h"
-#include "tests.h"
-#include "texunit.h"
+#include "texture2d.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Bloom::Bloom(Resources &resources, unsigned w, unsigned h):
-       blur_shader(resources.get<Program>("_bloom_blur.glsl.shader")),
-       combine_shader(resources.get<Program>("_bloom_combine.glsl.shader")),
-       quad(resources.get<Mesh>("_fullscreen_quad.mesh")),
-       nearest_sampler(resources.get<Sampler>("_nearest_clamp.samp")),
-       linear_sampler(resources.get<Sampler>("_linear_clamp.samp"))
+Bloom::Bloom(unsigned w, unsigned h):
+       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);
 
        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);
+               target[i] = new RenderTarget(w, h, (COLOR_ATTACHMENT,RGBA16F));
 
        set_radius(2.0f);
        set_strength(0.2f);
@@ -74,28 +66,40 @@ void Bloom::render(Renderer &renderer, const Texture2D &src, const Texture2D &)
        renderer.set_shader_program(&blur_shader, &common_shdata);
        for(unsigned i=0; i<2; ++i)
        {
-               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);
+               renderer.set_pipeline_key(this, i);
+               renderer.set_framebuffer(&target[i]->get_framebuffer());
+               renderer.clear(0);
+               renderer.set_texture("source", (i ? &target[0]->get_target_texture(COLOR_ATTACHMENT) : &src), &nearest_sampler);
                renderer.add_shader_data(blur_shdata[i]);
                quad.draw(renderer);
        }
 
-       combine_texturing.attach(0, src, &nearest_sampler);
-       renderer.set_texturing(&combine_texturing);
+       renderer.set_pipeline_key(this, 2);
+       renderer.clear(0);
+       renderer.set_texture("source", &src, &nearest_sampler);
+       renderer.set_texture("blurred", &target[1]->get_target_texture(COLOR_ATTACHMENT), &linear_sampler);
        renderer.set_shader_program(&combine_shader);
        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
+}
 
-Bloom::Template::Template():
-       radius(2.0f),
-       strength(0.2f)
-{ }
 
-Bloom *Bloom::Template::create(Resources &res, unsigned width, unsigned height) const
+Bloom *Bloom::Template::create(unsigned width, unsigned height) const
 {
-       RefPtr<Bloom> bloom = new Bloom(res, width/size_divisor, height/size_divisor);
+       RefPtr<Bloom> bloom = new Bloom(width/size_divisor, height/size_divisor);
        bloom->set_radius(radius);
        bloom->set_strength(strength);
        return bloom.release();