X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fbloom.cpp;h=8612ec06e8e10d6ba871143bc58568336c7aa38e;hp=ee7c76c3217bef3befc48e40b794d3f485cb4389;hb=1863f17c5c5563be8492d7f01e5c613a740ea1e9;hpb=7aaec9a70b8d7733429bec043f8e33e02956f266 diff --git a/source/effects/bloom.cpp b/source/effects/bloom.cpp index ee7c76c3..8612ec06 100644 --- a/source/effects/bloom.cpp +++ b/source/effects/bloom.cpp @@ -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("_bloom_blur.glsl.shader")), + combine_shader(Resources::get_global().get("_bloom_combine.glsl.shader")), + quad(Resources::get_global().get("_fullscreen_quad.mesh")), + nearest_sampler(Resources::get_global().get("_nearest_clamp.samp")), + linear_sampler(Resources::get_global().get("_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 }