combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
- combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
+ 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);
+ texturing.attach(3, 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));
-
- 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(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);
+
+ Renderer::Push push(renderer);
+ renderer.set_texturing(&texturing);
+ renderer.set_shader_program(&occlude_shader, &shdata);
{
- Renderer::Push push(renderer);
BindRestore bind_fbo(occlude_target.get_framebuffer());
- renderer.set_texturing(&occlude_texturing);
- renderer.set_shader_program(&occlude_shader, &occlude_shdata);
quad.draw(renderer);
}
- Renderer::Push push(renderer);
- renderer.set_texturing(&combine_texturing);
- renderer.set_shader_program(&combine_shader, &combine_shdata);
+ renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}