X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=e22e039159a39b1b57927c77aa47a4053f916080;hb=86af62e6f5a743a08c04dde873f51802af5982c4;hp=a14d35085f73562775bfd4728f51b1e6c1b31d46;hpb=9846a5c6e73b3a146084894a11550dbbf184a22a;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index a14d3508..e22e0391 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,19 +1,11 @@ #include #include "ambientocclusion.h" #include "blend.h" -#include "meshbuilder.h" +#include "shader.h" #include "tests.h" namespace { -const char vertex_shader[] = - "varying vec2 texcoord;\n" - "void main()\n" - "{\n" - " gl_Position = gl_Vertex;\n" - " texcoord = gl_Vertex.xy*0.5+0.5;\n" - "}\n"; - const char occlude_fs[] = "uniform sampler2D depth;\n" "uniform sampler2D rotate;\n" @@ -74,10 +66,16 @@ namespace Msp { namespace GL { AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): - occlude_shader(vertex_shader, occlude_fs), - combine_shader(vertex_shader, combine_fs), - quad(VERTEX2) + quad(get_fullscreen_quad()) { + occlude_shader.attach_shader(get_fullscreen_vertex_shader()); + occlude_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, occlude_fs)); + occlude_shader.link(); + + combine_shader.attach_shader(get_fullscreen_vertex_shader()); + combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs)); + combine_shader.link(); + occlusion.storage(GL::RGB, w, h); occlusion.set_min_filter(GL::NEAREST); occlusion.set_mag_filter(GL::NEAREST); @@ -114,14 +112,6 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): set_depth_ratio(depth_ratio); set_darkness(1.5); - - MeshBuilder bld(quad); - bld.begin(TRIANGLE_STRIP); - bld.vertex(-1, 1); - bld.vertex(-1, -1); - bld.vertex(1, 1); - bld.vertex(1, -1); - bld.end(); } void AmbientOcclusion::set_depth_ratio(float depth_ratio)