X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=1b078cdc116a187a718e9d92b8ef97b3fd84f5ec;hb=4fe225bf15048fcb7a678370f87d09f2de37031a;hp=bad204a98d848ba5a55dc3048a143314c1623c40;hpb=e55f79ccb21e8c1be3d86f127e3ec1583e58ce92;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index bad204a9..1b078cdc 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -2,6 +2,7 @@ #include #include "ambientocclusion.h" #include "blend.h" +#include "renderer.h" #include "shader.h" #include "tests.h" @@ -9,18 +10,12 @@ namespace Msp { namespace GL { AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): + occlude_target(w, h, (RENDER_COLOR,RGB)), occlude_shader("ambientocclusion_occlude.glsl"), combine_shader("ambientocclusion_combine.glsl"), quad(get_fullscreen_quad()) { - occlusion.storage(RGB, w, h); - occlusion.set_min_filter(NEAREST); - occlusion.set_mag_filter(NEAREST); - occlusion.set_wrap(CLAMP_TO_EDGE); - fbo.attach(COLOR_ATTACHMENT0, occlusion, 0); - fbo.require_complete(); - - combine_texturing.attach(2, occlusion); + texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR)); rotate_lookup.storage(RGBA, 4, 4); rotate_lookup.set_min_filter(NEAREST); @@ -38,16 +33,13 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): } rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data); - occlude_texturing.attach(1, rotate_lookup); - - occlude_shdata.uniform("depth", 0); - occlude_shdata.uniform("rotate", 1); - occlude_shdata.uniform("screen_size", static_cast(w), static_cast(h)); + texturing.attach(3, rotate_lookup); - combine_shdata.uniform("source", 1); - combine_shdata.uniform("depth", 0); - combine_shdata.uniform("occlusion", 2); - combine_shdata.uniform("screen_size", static_cast(w), static_cast(h)); + shdata.uniform("source", 0); + shdata.uniform("depth", 1); + shdata.uniform("occlusion", 2); + shdata.uniform("rotate", 3); + shdata.uniform("screen_size", static_cast(w), static_cast(h)); set_depth_ratio(depth_ratio); set_darkness(1.5); @@ -57,37 +49,30 @@ void AmbientOcclusion::set_depth_ratio(float depth_ratio) { 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(const Texture2D &color, const Texture2D &depth) +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); - BindRestore unbind_dtest(static_cast(0)); - BindRestore unbind_blend(static_cast(0)); - Bind bind_mesh(quad); + Renderer::Push push(renderer); + renderer.set_texturing(&texturing); + renderer.set_shader_program(&occlude_shader, &shdata); { - BindRestore bind_fbo(fbo); - Bind bind_tex(occlude_texturing); - Bind bind_shader(occlude_shader); - occlude_shdata.apply(); - quad.draw(); + BindRestore bind_fbo(occlude_target.get_framebuffer()); + quad.draw(renderer); } - Bind bind_tex(combine_texturing); - Bind bind_shader(combine_shader); - combine_shdata.apply(); - quad.draw(); + renderer.set_shader_program(&combine_shader); + quad.draw(renderer); } } // namespace GL