]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.h
Use RenderTarget objects to manage FBOs in postprocessors
[libs/gl.git] / source / ambientocclusion.h
index 1866baee4eb57aeeb95c2fd32206f8c0ff8602c5..fc930bad80139fa6eafbb26d5bb49bd9639a6365 100644 (file)
@@ -1,10 +1,3 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #ifndef MSP_GL_AMBIENTOCCLUSION_H_
 #define MSP_GL_AMBIENTOCCLUSION_H_
 
@@ -13,6 +6,7 @@ Distributed under the LGPL
 #include "postprocessor.h"
 #include "program.h"
 #include "programdata.h"
+#include "rendertarget.h"
 #include "texture2d.h"
 #include "texturing.h"
 
@@ -27,24 +21,23 @@ http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion
 class AmbientOcclusion: public PostProcessor
 {
 private:
-       Texture2D occlusion;
        Texture2D rotate_lookup;
-       Framebuffer fbo;
+       RenderTarget occlude_target;
        Texturing occlude_texturing;
        Program occlude_shader;
        ProgramData occlude_shdata;
        Texturing combine_texturing;
        Program combine_shader;
        ProgramData combine_shdata;
-       Mesh quad;
-       float darkness;
+       const Mesh &quad;
 
 public:
        AmbientOcclusion(unsigned, unsigned, float);
 
+       void set_depth_ratio(float);
        void set_darkness(float);
 
-       virtual void render(const Texture2D &, const Texture2D &);
+       virtual void render(Renderer &, const Texture2D &, const Texture2D &);
 };
 
 } // namespace GL