#include <cmath>
#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"
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);
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)
#include <msp/strings/format.h>
#include "blend.h"
#include "bloom.h"
-#include "meshbuilder.h"
#include "misc.h"
+#include "shader.h"
#include "tests.h"
#include "texunit.h"
namespace {
-static const char blur_vs[]=
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
- " texcoord = gl_Vertex.xy;\n"
- "}";
-
static const char blur_fs[]=
"uniform sampler2D source;\n"
"uniform vec2 delta;\n"
" gl_FragColor += texture2D(source, texcoord+delta*float(i-size))*factors[i];\n"
"}";
-static const char combine_vs[]=
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
- " texcoord = gl_Vertex.xy;\n"
- "}";
-
static const char combine_fs[]=
"uniform sampler2D source;\n"
"uniform sampler2D blurred;\n"
namespace GL {
Bloom::Bloom(unsigned w, unsigned h):
- blur_shader(blur_vs, blur_fs),
- combine_shader(combine_vs, combine_fs),
- quad(VERTEX2)
+ quad(get_fullscreen_quad())
{
+ blur_shader.attach_shader(get_fullscreen_vertex_shader());
+ blur_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, blur_fs));
+ blur_shader.link();
+
+ combine_shader.attach_shader(get_fullscreen_vertex_shader());
+ combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
+ combine_shader.link();
+
blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
set_radius(2.0f);
set_strength(0.2f);
-
- MeshBuilder mbld(quad);
- mbld.begin(TRIANGLE_STRIP);
- mbld.vertex(0, 1);
- mbld.vertex(0, 0);
- mbld.vertex(1, 1);
- mbld.vertex(1, 0);
- mbld.end();
}
void Bloom::set_radius(float r)