Template();
- virtual AmbientOcclusion *create(unsigned, unsigned) const;
+ virtual AmbientOcclusion *create(Resources &, unsigned, unsigned) const;
};
private:
Texture2D rotate_lookup;
RenderTarget occlude_target;
Texturing texturing;
- Program occlude_shader;
- Program combine_shader;
+ const Program &occlude_shader;
+ const Program &combine_shader;
mutable ProgramData shdata;
- RefPtr<Mesh> quad;
- RefPtr<Sampler> linear_sampler;
- RefPtr<Sampler> nearest_sampler;
+ const Mesh &quad;
+ const Sampler &linear_sampler;
+ const Sampler &nearest_sampler;
public:
- AmbientOcclusion(unsigned, unsigned, float = 1.0f);
+ AmbientOcclusion(Resources &, unsigned, unsigned, float = 1.0f);
private:
static float random(unsigned &);