]> git.tdb.fi Git - libs/gl.git/commitdiff
Refactor postprocessor uniform usage
authorMikko Rasa <tdb@tdb.fi>
Sat, 3 Dec 2016 16:37:53 +0000 (18:37 +0200)
committerMikko Rasa <tdb@tdb.fi>
Sat, 3 Dec 2016 16:37:53 +0000 (18:37 +0200)
A lot of the values are shared between processing passes, so it doesn't
make sense to keep multiple copies.  ProgramData will take care of only
setting the required uniforms.

shaderlib/bloom.glsl
source/ambientocclusion.cpp
source/ambientocclusion.h
source/bloom.cpp
source/bloom.h

index 9b63d2efa275a0d3e2527aa2f264824ff4c7381f..262cb29b4349e102b87b5bc087f7787ddff3c162 100644 (file)
@@ -1,7 +1,7 @@
 uniform sampler2D blurred;
+uniform vec2 delta;
 uniform BloomParams
 {
-       vec2 delta;
        float factors[19];
        int size;
        float strength;
index cb4bc9d29ff381685e37c713aa8fd9d2200942b9..1b078cdc116a187a718e9d92b8ef97b3fd84f5ec 100644 (file)
@@ -15,7 +15,7 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
        combine_shader("ambientocclusion_combine.glsl"),
        quad(get_fullscreen_quad())
 {
-       combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
+       texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
 
        rotate_lookup.storage(RGBA, 4, 4);
        rotate_lookup.set_min_filter(NEAREST);
@@ -33,16 +33,13 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
        }
        rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
 
-       occlude_texturing.attach(1, rotate_lookup);
+       texturing.attach(3, rotate_lookup);
 
-       occlude_shdata.uniform("depth", 0);
-       occlude_shdata.uniform("rotate", 1);
-       occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
-
-       combine_shdata.uniform("source", 1);
-       combine_shdata.uniform("depth", 0);
-       combine_shdata.uniform("occlusion", 2);
-       combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
+       shdata.uniform("source", 0);
+       shdata.uniform("depth", 1);
+       shdata.uniform("occlusion", 2);
+       shdata.uniform("rotate", 3);
+       shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
 
        set_depth_ratio(depth_ratio);
        set_darkness(1.5);
@@ -52,32 +49,29 @@ void AmbientOcclusion::set_depth_ratio(float depth_ratio)
 {
        depth_ratio = 1/depth_ratio;
 
-       occlude_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
-       combine_shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
+       shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
 }
 
 void AmbientOcclusion::set_darkness(float darkness)
 {
-       occlude_shdata.uniform("darkness", darkness);
+       shdata.uniform("darkness", darkness);
 }
 
 void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
 {
-       occlude_texturing.attach(0, depth);
-       combine_texturing.attach(0, depth);
-       combine_texturing.attach(1, color);
+       texturing.attach(0, color);
+       texturing.attach(1, depth);
+
+       Renderer::Push push(renderer);
+       renderer.set_texturing(&texturing);
+       renderer.set_shader_program(&occlude_shader, &shdata);
 
        {
-               Renderer::Push push(renderer);
                BindRestore bind_fbo(occlude_target.get_framebuffer());
-               renderer.set_texturing(&occlude_texturing);
-               renderer.set_shader_program(&occlude_shader, &occlude_shdata);
                quad.draw(renderer);
        }
 
-       Renderer::Push push(renderer);
-       renderer.set_texturing(&combine_texturing);
-       renderer.set_shader_program(&combine_shader, &combine_shdata);
+       renderer.set_shader_program(&combine_shader);
        quad.draw(renderer);
 }
 
index fc930bad80139fa6eafbb26d5bb49bd9639a6365..8b0b0fcdd543a17246642ed5fca945c2606fb8b6 100644 (file)
@@ -23,12 +23,10 @@ class AmbientOcclusion: public PostProcessor
 private:
        Texture2D rotate_lookup;
        RenderTarget occlude_target;
-       Texturing occlude_texturing;
+       Texturing texturing;
        Program occlude_shader;
-       ProgramData occlude_shdata;
-       Texturing combine_texturing;
        Program combine_shader;
-       ProgramData combine_shdata;
+       ProgramData shdata;
        const Mesh &quad;
 
 public:
index 039f414b998c512382b5cd1ef0f7043dc04c0e61..7537b0a6a80711fdcb1ff6cfc9b005b60d27fecc 100644 (file)
@@ -21,14 +21,13 @@ 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)
                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, target[1]->get_target_texture(RENDER_COLOR));
+       combine_texturing.attach(1, target[1]->get_target_texture(RENDER_COLOR));
 
        set_radius(2.0f);
        set_strength(0.2f);
@@ -46,7 +45,7 @@ void Bloom::set_radius(float r)
                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;
@@ -56,35 +55,32 @@ 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(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);
-               }
+               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);
 }
 
index 73232d16e4058534c5ee88c02c43a8ca5dd941c2..b3841c73318b65b698cb5ec437372a5feaae1d86 100644 (file)
@@ -25,11 +25,10 @@ class Bloom: public PostProcessor
 {
 private:
        RenderTarget *target[2];
+       ProgramData common_shdata;
        Program blur_shader;
-       ProgramData blur_shdata_common;
        ProgramData blur_shdata[2];
        Program combine_shader;
-       ProgramData combine_shdata;
        Texturing combine_texturing;
        const Mesh &quad;