#include "camera.h"
#include "renderer.h"
#include "resources.h"
-#include "shader.h"
-#include "tests.h"
using namespace std;
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float):
rotate_lookup(get_or_create_rotate_lookup()),
- occlude_target(w, h, (RENDER_COLOR,R8)),
+ occlude_target(w, h, (COLOR_ATTACHMENT,R8)),
occlude_shader(Resources::get_global().get<Program>("_ambientocclusion_occlude.glsl.shader")),
combine_shader(Resources::get_global().get<Program>("_ambientocclusion_combine.glsl.shader")),
quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
void AmbientOcclusion::set_n_samples(unsigned n)
{
- if(n<1 || n>32)
+ if(n<1 || n>128)
throw out_of_range("AmbientOcclusion::set_n_samples");
- Vector3 sample_points[32];
+ vector<Vector3> sample_points(n);
for(unsigned i=0; i<n; ++i)
{
float r = static_cast<float>(i)/n;
void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
{
+ const Framebuffer *out_fbo = renderer.get_framebuffer();
+
Renderer::Push push(renderer);
renderer.set_texture("source", &color, &nearest_clamp_sampler);
renderer.set_texture("depth", &depth, &nearest_clamp_sampler);
- renderer.set_texture("occlusion", &occlude_target.get_target_texture(RENDER_COLOR), &linear_sampler);
+ renderer.set_texture("occlusion", &occlude_target.get_target_texture(COLOR_ATTACHMENT), &linear_sampler);
renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
renderer.set_shader_program(&occlude_shader, &shdata);
- {
- BindRestore bind_fbo(occlude_target.get_framebuffer());
- quad.draw(renderer);
- }
+ renderer.set_framebuffer(&occlude_target.get_framebuffer());
+ quad.draw(renderer);
+ renderer.set_framebuffer(out_fbo);
renderer.set_shader_program(&combine_shader);
quad.draw(renderer);
}
+void AmbientOcclusion::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ occlude_target.set_debug_name(name+" [RT]");
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
AmbientOcclusion::Template::Template():
n_samples(16),