X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=1b078cdc116a187a718e9d92b8ef97b3fd84f5ec;hb=4fe225bf15048fcb7a678370f87d09f2de37031a;hp=cb4bc9d29ff381685e37c713aa8fd9d2200942b9;hpb=8ec12629c4808588b0eaef88147e22fa658ac990;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index cb4bc9d2..1b078cdc 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -15,7 +15,7 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): combine_shader("ambientocclusion_combine.glsl"), quad(get_fullscreen_quad()) { - combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR)); + texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR)); rotate_lookup.storage(RGBA, 4, 4); rotate_lookup.set_min_filter(NEAREST); @@ -33,16 +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); + texturing.attach(3, rotate_lookup); - occlude_shdata.uniform("depth", 0); - occlude_shdata.uniform("rotate", 1); - occlude_shdata.uniform("screen_size", static_cast(w), static_cast(h)); - - 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); @@ -52,32 +49,29 @@ 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(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); + + Renderer::Push push(renderer); + renderer.set_texturing(&texturing); + renderer.set_shader_program(&occlude_shader, &shdata); { - Renderer::Push push(renderer); BindRestore bind_fbo(occlude_target.get_framebuffer()); - renderer.set_texturing(&occlude_texturing); - renderer.set_shader_program(&occlude_shader, &occlude_shdata); quad.draw(renderer); } - Renderer::Push push(renderer); - renderer.set_texturing(&combine_texturing); - renderer.set_shader_program(&combine_shader, &combine_shdata); + renderer.set_shader_program(&combine_shader); quad.draw(renderer); }