#include "externals.hh" #include "combine.hh" #include "bloom.hh" #include "profiling.hh" #include "globals.hh" namespace { static const std::string Name_( "Combine" ); } #define PSTART() T_Profiler::Profiler.start( Name_ ) #define PEND() do { glFinish( ); T_Profiler::Profiler.end( Name_ ); } while ( 0 ) T_CombinePass::T_CombinePass( __rw__ T_Texture& image , __rw__ T_Texture& bloom ) : txImage_( image ) , txBloom_( bloom ) , bloomStrength_( 0.45 ) , bloomAttenuation_( 0.3 ) { program_ = Globals::Shaders( ).pipeline({ "fullscreen.v.glsl" , "combine.f.glsl" }); } void T_CombinePass::render( ) { PSTART( ); T_Rendertarget::MainOutput( ); glClearColor( 1 , 0 , 1 , 1 ); glClear( GL_COLOR_BUFFER_BIT ); if ( program_.valid( ) ) { auto& tm( Globals::Textures( ) ); tm.bind( 0 , txImage_ ); tm.bind( 1 , txBloom_ ); const auto id( program_.program( E_ShaderType::FRAGMENT ) ); program_.enable( ); glProgramUniform1i( id , 0 , 0 ); glProgramUniform1i( id , 1 , 1 ); glProgramUniform2f( id , 2 , txImage_.width( ) , txImage_.height( ) ); glProgramUniform2f( id , 3 , bloomStrength_ , bloomAttenuation_ ); glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 ); } PEND( ); } void T_CombinePass::makeUI( ) { if ( !ImGui::CollapsingHeader( "Combine" ) ) { return; } ImGui::DragFloat( "Bloom strength" , &bloomStrength_ , .001f , 0. , 10 ); ImGui::DragFloat( "Bloom attenuation" , &bloomAttenuation_ , .001f , 0. , 1 ); }