#include <cmath>
#include "ambientocclusion.h"
#include "blend.h"
+#include "renderer.h"
#include "shader.h"
#include "tests.h"
namespace GL {
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
+ occlude_target(w, h, (RENDER_COLOR,RGB)),
occlude_shader("ambientocclusion_occlude.glsl"),
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
- occlusion.storage(RGB, w, h);
- occlusion.set_min_filter(NEAREST);
- occlusion.set_mag_filter(NEAREST);
- occlusion.set_wrap(CLAMP_TO_EDGE);
- fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
- fbo.require_complete();
-
- combine_texturing.attach(2, occlusion);
+ texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
rotate_lookup.storage(RGBA, 4, 4);
rotate_lookup.set_min_filter(NEAREST);
}
rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
- occlude_texturing.attach(1, rotate_lookup);
-
- occlude_shdata.uniform("depth", 0);
- occlude_shdata.uniform("rotate", 1);
- occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
+ texturing.attach(3, rotate_lookup);
- combine_shdata.uniform("source", 1);
- combine_shdata.uniform("depth", 0);
- combine_shdata.uniform("occlusion", 2);
- combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
+ shdata.uniform("source", 0);
+ shdata.uniform("depth", 1);
+ shdata.uniform("occlusion", 2);
+ shdata.uniform("rotate", 3);
+ shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
set_depth_ratio(depth_ratio);
set_darkness(1.5);
{
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);
+ shdata.uniform("depth_ratio", depth_ratio, 1+depth_ratio);
}
void AmbientOcclusion::set_darkness(float darkness)
{
- occlude_shdata.uniform("darkness", darkness);
+ shdata.uniform("darkness", darkness);
}
-void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
+void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
{
- occlude_texturing.attach(0, depth);
- combine_texturing.attach(0, depth);
- combine_texturing.attach(1, color);
+ texturing.attach(0, color);
+ texturing.attach(1, depth);
- BindRestore unbind_dtest(static_cast<DepthTest *>(0));
- BindRestore unbind_blend(static_cast<Blend *>(0));
- Bind bind_mesh(quad);
+ Renderer::Push push(renderer);
+ renderer.set_texturing(&texturing);
+ renderer.set_shader_program(&occlude_shader, &shdata);
{
- BindRestore bind_fbo(fbo);
- Bind bind_tex(occlude_texturing);
- Bind bind_shader(occlude_shader);
- occlude_shdata.apply();
- quad.draw();
+ BindRestore bind_fbo(occlude_target.get_framebuffer());
+ quad.draw(renderer);
}
- Bind bind_tex(combine_texturing);
- Bind bind_shader(combine_shader);
- combine_shdata.apply();
- quad.draw();
+ renderer.set_shader_program(&combine_shader);
+ quad.draw(renderer);
}
} // namespace GL