X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=f1e722af5896ddf6754e991acb28fbbb5bc65449;hb=1d9f3894fceb21393fb7ee9ed4ca15788f8e4f54;hp=4ef376251a6a065013666f85bfe4803db1b4f2e9;hpb=db735acce6c9409fabcab80d87930263032af47c;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index 4ef37625..f1e722af 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" @@ -70,10 +71,12 @@ 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); @@ -135,11 +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();