X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=e22e039159a39b1b57927c77aa47a4053f916080;hb=ab83db6f1e31d44ced585119a57fd10896e469cb;hp=9e376a456f760ce84933b6f5f204f4cd21246cd2;hpb=5172d32d67595ea0b70184fadcfcb8e023cccbc8;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index 9e376a45..e22e0391 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,26 +1,11 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010-2011 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #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" @@ -81,12 +66,16 @@ namespace Msp { namespace GL { AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): - occlude_shader(vertex_shader, occlude_fs), - occlude_shdata(occlude_shader), - combine_shader(vertex_shader, combine_fs), - combine_shdata(combine_shader), - 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); @@ -123,14 +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)