-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include <cmath>
#include "ambientocclusion.h"
#include "blend.h"
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
occlude_shader(vertex_shader, occlude_fs),
+ occlude_shdata(occlude_shader),
combine_shader(vertex_shader, combine_fs),
+ combine_shdata(combine_shader),
quad(VERTEX2)
{
occlusion.storage(GL::RGB, w, h);
occlude_texturing.attach(1, rotate_lookup);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1);
- occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h);
+ occlude_shdata.uniform("depth", 0);
+ occlude_shdata.uniform("rotate", 1);
+ occlude_shdata.uniform("screen_size", w, h);
- combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1);
- combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0);
- combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2);
- combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h);
+ combine_shdata.uniform("color", 1);
+ combine_shdata.uniform("depth", 0);
+ combine_shdata.uniform("occlusion", 2);
+ combine_shdata.uniform("screen_size", w, h);
set_depth_ratio(depth_ratio);
set_darkness(1.5);
{
depth_ratio = 1/depth_ratio;
- occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio);
- combine_shdata.uniform(combine_shader.get_uniform_location("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);
}
void AmbientOcclusion::set_darkness(float darkness)
{
- occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness);
+ occlude_shdata.uniform("darkness", darkness);
}
void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)