X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=444b18b8354cd620fe900ece6ef1c873e6450995;hb=77e3e702d39a2547a99dd12eea7906d124ba5477;hp=278720cec48fac4903661f4f52010fa99a3b19b1;hpb=d435f7230c5b2e3a5b9ccc7f38d16f6f3ece812a;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index 278720ce..444b18b8 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,3 +1,4 @@ +#define _USE_MATH_DEFINES #include #include "ambientocclusion.h" #include "blend.h" @@ -25,9 +26,9 @@ const char occlude_fs[] = " vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n" " float dxy = length(offs)*-sample;\n" " float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n" - " if(abs(dz)<3*dxy)\n" + " if(abs(dz)<3.0*dxy)\n" " sum += atan(dz/dxy)/1.570796;\n" - " else if(dz<0)\n" + " else if(dz<0.0)\n" " sum -= 0.8;\n" " }\n" " gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n" @@ -51,7 +52,7 @@ const char combine_fs[] = " vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n" " float dxy = length(offs)*-sample;\n" " float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n" - " if(abs(dz)<3*dxy)\n" + " if(abs(dz)<3.0*dxy)\n" " {\n" " sum += texture2D(occlusion, texcoord+offs).r;\n" " count += 1.0;\n" @@ -70,16 +71,20 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): { occlude_shader.attach_shader(get_fullscreen_vertex_shader()); occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs)); + occlude_shader.bind_attribute(get_component_type(VERTEX2), "vertex"); occlude_shader.link(); combine_shader.attach_shader(get_fullscreen_vertex_shader()); combine_shader.attach_shader_owned(new FragmentShader(combine_fs)); + combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex"); combine_shader.link(); 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); @@ -103,12 +108,12 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): occlude_shdata.uniform("depth", 0); occlude_shdata.uniform("rotate", 1); - occlude_shdata.uniform("screen_size", w, h); + occlude_shdata.uniform("screen_size", static_cast(w), static_cast(h)); combine_shdata.uniform("color", 1); combine_shdata.uniform("depth", 0); combine_shdata.uniform("occlusion", 2); - combine_shdata.uniform("screen_size", w, h); + combine_shdata.uniform("screen_size", static_cast(w), static_cast(h)); set_depth_ratio(depth_ratio); set_darkness(1.5); @@ -133,11 +138,12 @@ void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth) combine_texturing.attach(0, depth); combine_texturing.attach(1, color); - Bind unbind_dtest(static_cast(0), true); - Bind unbind_blend(static_cast(0), true); + BindRestore unbind_dtest(static_cast(0)); + BindRestore unbind_blend(static_cast(0)); + Bind bind_mesh(quad); { - Bind bind_fbo(fbo, true); + BindRestore bind_fbo(fbo); Bind bind_tex(occlude_texturing); Bind bind_shader(occlude_shader); occlude_shdata.apply();