#include "renderer.h"
#include "resources.h"
#include "shader.h"
-#include "tests.h"
using namespace std;
void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
{
+ const Framebuffer *out_fbo = renderer.get_framebuffer();
+
Renderer::Push push(renderer);
renderer.set_texture("source", &color, &nearest_clamp_sampler);
renderer.set_texture("depth", &depth, &nearest_clamp_sampler);
renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
renderer.set_shader_program(&occlude_shader, &shdata);
- {
- BindRestore bind_fbo(occlude_target.get_framebuffer());
- quad.draw(renderer);
- }
+ renderer.set_framebuffer(&occlude_target.get_framebuffer());
+ quad.draw(renderer);
+ renderer.set_framebuffer(out_fbo);
renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}
+void AmbientOcclusion::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ occlude_target.set_debug_name(name+" [RT]");
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
AmbientOcclusion::Template::Template():
n_samples(16),