#pragma once #ifndef REAL_BUILD # include "externals.hh" #endif #include "rendertarget.hh" #include "programs.hh" struct T_BloomPass { static constexpr uint32_t BloomLevels = 6; T_BloomPass( ) = delete; T_BloomPass( T_BloomPass const& ) = delete; T_BloomPass( T_BloomPass&& ) = delete; T_BloomPass( __rw__ T_FilesWatcher& watcher , __rw__ T_Texture& input ); void render( ); void makeUI( ); T_Texture& output( ) { return txBlur0_; } private: T_Texture& input_; T_ShaderProgram spHighpass_; T_ShaderProgram spDownsample_; T_ShaderProgram spBlur_; T_TextureSampler sampler_; T_Texture txBlur0_ , txBlur1_; std::vector< T_Rendertarget > rtBlur0_ , rtBlur1_; float filterParams_[ 3 ]; float blurWeights_[ 4 ]; float blurSize_; };