-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010-2011 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include <cmath>
#include "ambientocclusion.h"
#include "blend.h"
-#include "meshbuilder.h"
+#include "shader.h"
#include "tests.h"
namespace {
-const char vertex_shader[] =
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = gl_Vertex;\n"
- " texcoord = gl_Vertex.xy*0.5+0.5;\n"
- "}\n";
-
const char occlude_fs[] =
"uniform sampler2D depth;\n"
"uniform sampler2D rotate;\n"
namespace GL {
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)
+ quad(get_fullscreen_quad())
{
+ occlude_shader.attach_shader(get_fullscreen_vertex_shader());
+ occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs));
+ occlude_shader.link();
+
+ combine_shader.attach_shader(get_fullscreen_vertex_shader());
+ combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
+ combine_shader.link();
+
occlusion.storage(GL::RGB, w, h);
occlusion.set_min_filter(GL::NEAREST);
occlusion.set_mag_filter(GL::NEAREST);
set_depth_ratio(depth_ratio);
set_darkness(1.5);
-
- MeshBuilder bld(quad);
- bld.begin(TRIANGLE_STRIP);
- bld.vertex(-1, 1);
- bld.vertex(-1, -1);
- bld.vertex(1, 1);
- bld.vertex(1, -1);
- bld.end();
}
void AmbientOcclusion::set_depth_ratio(float depth_ratio)