X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=f42069bebae007ed15105e34536dada4a98eec98;hb=f33a98b1a044c8ac7b12778cbca6c4a124875e4a;hp=2775e854cfe1d73b4b5c7f3786e8d440f91a8a66;hpb=5687bb2b8cd7715b5a5c5bb1d75f42992a23a56c;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index 2775e854..f42069be 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -1,26 +1,11 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 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" @@ -81,20 +66,28 @@ 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()) { - occlusion.storage(GL::RGB, w, h); - occlusion.set_min_filter(GL::NEAREST); - occlusion.set_mag_filter(GL::NEAREST); + occlude_shader.attach_shader(get_fullscreen_vertex_shader()); + occlude_shader.attach_shader_owned(new FragmentShader(occlude_fs)); + occlude_shader.link(); + + combine_shader.attach_shader(get_fullscreen_vertex_shader()); + combine_shader.attach_shader_owned(new FragmentShader(combine_fs)); + 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); - rotate_lookup.storage(GL::RGBA, 4, 4); - rotate_lookup.set_min_filter(GL::NEAREST); - rotate_lookup.set_mag_filter(GL::NEAREST); + rotate_lookup.storage(RGBA, 4, 4); + rotate_lookup.set_min_filter(NEAREST); + rotate_lookup.set_mag_filter(NEAREST); unsigned char data[64]; for(unsigned i=0; i<16; ++i) { @@ -106,42 +99,34 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): data[i*3+2] = static_cast(127-s*127); data[i*3+4] = static_cast(127+c*127); } - rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data); + rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data); occlude_texturing.attach(1, rotate_lookup); - occlude_shdata.uniform(occlude_shader.get_uniform_location("depth"), 0); - occlude_shdata.uniform(occlude_shader.get_uniform_location("rotate"), 1); - occlude_shdata.uniform(occlude_shader.get_uniform_location("screen_size"), w, h); + occlude_shdata.uniform("depth", 0); + occlude_shdata.uniform("rotate", 1); + occlude_shdata.uniform("screen_size", w, h); - combine_shdata.uniform(combine_shader.get_uniform_location("color"), 1); - combine_shdata.uniform(combine_shader.get_uniform_location("depth"), 0); - combine_shdata.uniform(combine_shader.get_uniform_location("occlusion"), 2); - combine_shdata.uniform(combine_shader.get_uniform_location("screen_size"), w, h); + combine_shdata.uniform("color", 1); + combine_shdata.uniform("depth", 0); + combine_shdata.uniform("occlusion", 2); + combine_shdata.uniform("screen_size", w, h); 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) { depth_ratio = 1/depth_ratio; - occlude_shdata.uniform(occlude_shader.get_uniform_location("depth_ratio"), depth_ratio, 1+depth_ratio); - combine_shdata.uniform(combine_shader.get_uniform_location("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); } void AmbientOcclusion::set_darkness(float darkness) { - occlude_shdata.uniform(occlude_shader.get_uniform_location("darkness"), darkness); + occlude_shdata.uniform("darkness", darkness); } void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth) @@ -150,19 +135,19 @@ 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)); { - GL::Bind bind_fbo(fbo, true); - GL::Bind bind_tex(occlude_texturing); - GL::Bind bind_shader(occlude_shader); + BindRestore bind_fbo(fbo); + Bind bind_tex(occlude_texturing); + Bind bind_shader(occlude_shader); occlude_shdata.apply(); quad.draw(); } - GL::Bind bind_tex(combine_texturing); - GL::Bind bind_shader(combine_shader); + Bind bind_tex(combine_texturing); + Bind bind_shader(combine_shader); combine_shdata.apply(); quad.draw(); }