BloomApply now uses uniform buffer

This commit is contained in:
Olivier Prat 2018-07-06 11:52:24 +02:00
parent 1097e666d6
commit 63c03e79d3
5 changed files with 38 additions and 11 deletions

View file

@ -0,0 +1,16 @@
// glsl / C++ compatible source as interface for BloomApply
#ifdef __cplusplus
# define BA_VEC3 glm::vec3
#else
# define BA_VEC3 vec3
#endif
struct Parameters
{
BA_VEC3 _intensities;
};
// <@if 1@>
// Trigger Scribe include
// <@endif@> <!def that !>
//

View file

@ -9,11 +9,15 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include BloomApply.shared.slh@>
uniform sampler2D blurMap0;
uniform sampler2D blurMap1;
uniform sampler2D blurMap2;
uniform vec3 intensity;
layout(std140) uniform parametersBuffer {
Parameters parameters;
};
in vec2 varTexCoord0;
out vec4 outFragColor;
@ -23,5 +27,5 @@ void main(void) {
vec4 blur1 = texture(blurMap1, varTexCoord0);
vec4 blur2 = texture(blurMap2, varTexCoord0);
outFragColor = vec4(blur0.rgb*intensity.x + blur1.rgb*intensity.y + blur2.rgb*intensity.z, 1.0f);
outFragColor = vec4(blur0.rgb*parameters._intensities.x + blur1.rgb*parameters._intensities.y + blur2.rgb*parameters._intensities.z, 1.0f);
}

View file

@ -98,14 +98,19 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
outputs = _outputBuffer;
}
BloomApply::BloomApply() : _intensities{ 1.0f, 1.0f, 1.0f } {
BloomApply::BloomApply() {
}
void BloomApply::configure(const Config& config) {
_intensities.x = config.intensity / 3.0f;
_intensities.y = _intensities.x;
_intensities.z = _intensities.x;
const auto newIntensity = config.intensity / 3.0f;
if (_parameters.get()._intensities.x != newIntensity) {
auto& parameters = _parameters.edit();
parameters._intensities.x = newIntensity;
parameters._intensities.y = newIntensity;
parameters._intensities.z = newIntensity;
}
}
void BloomApply::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
@ -116,7 +121,7 @@ void BloomApply::run(const render::RenderContextPointer& renderContext, const In
static const auto BLUR0_SLOT = 0;
static const auto BLUR1_SLOT = 1;
static const auto BLUR2_SLOT = 2;
static const auto INTENSITY_SLOT = 3;
static const auto PARAMETERS_SLOT = 0;
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
@ -127,7 +132,7 @@ void BloomApply::run(const render::RenderContextPointer& renderContext, const In
slotBindings.insert(gpu::Shader::Binding("blurMap0", BLUR0_SLOT));
slotBindings.insert(gpu::Shader::Binding("blurMap1", BLUR1_SLOT));
slotBindings.insert(gpu::Shader::Binding("blurMap2", BLUR2_SLOT));
slotBindings.insert(gpu::Shader::Binding("intensity", INTENSITY_SLOT));
slotBindings.insert(gpu::Shader::Binding("parametersBuffer", PARAMETERS_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -156,7 +161,7 @@ void BloomApply::run(const render::RenderContextPointer& renderContext, const In
batch.setResourceTexture(BLUR0_SLOT, blur0FB->getRenderBuffer(0));
batch.setResourceTexture(BLUR1_SLOT, blur1FB->getRenderBuffer(0));
batch.setResourceTexture(BLUR2_SLOT, blur2FB->getRenderBuffer(0));
batch._glUniform3f(INTENSITY_SLOT, _intensities.x, _intensities.y, _intensities.z);
batch.setUniformBuffer(PARAMETERS_SLOT, _parameters);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}

View file

@ -96,8 +96,10 @@ public:
private:
#include "BloomApply.shared.slh"
gpu::PipelinePointer _pipeline;
glm::vec3 _intensities;
gpu::StructBuffer<Parameters> _parameters;
};
class BloomDraw {

View file

@ -1,4 +1,4 @@
// glsl / C++ compatible source as interface for FadeEffect
// glsl / C++ compatible source as interface for BloomThreshold
#ifdef __cplusplus
# define BT_VEC2 glm::vec2
#else