]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.cpp
Add a function to determine the active GL profile
[libs/gl.git] / source / ambientocclusion.cpp
index e22e039159a39b1b57927c77aa47a4053f916080..444b18b8354cd620fe900ece6ef1c873e6450995 100644 (file)
@@ -1,3 +1,4 @@
+#define _USE_MATH_DEFINES
 #include <cmath>
 #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"
@@ -69,23 +70,27 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
        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.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 Shader(FRAGMENT_SHADER, combine_fs));
+       combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
+       combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
        combine_shader.link();
 
-       occlusion.storage(GL::RGB, w, h);
-       occlusion.set_min_filter(GL::NEAREST);
-       occlusion.set_mag_filter(GL::NEAREST);
+       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)
        {
@@ -97,18 +102,18 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
                data[i*3+2] = static_cast<unsigned char>(127-s*127);
                data[i*3+4] = static_cast<unsigned char>(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("depth", 0);
        occlude_shdata.uniform("rotate", 1);
-       occlude_shdata.uniform("screen_size", w, h);
+       occlude_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
 
        combine_shdata.uniform("color", 1);
        combine_shdata.uniform("depth", 0);
        combine_shdata.uniform("occlusion", 2);
-       combine_shdata.uniform("screen_size", w, h);
+       combine_shdata.uniform("screen_size", static_cast<float>(w), static_cast<float>(h));
 
        set_depth_ratio(depth_ratio);
        set_darkness(1.5);
@@ -133,19 +138,20 @@ void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
        combine_texturing.attach(0, depth);
        combine_texturing.attach(1, color);
 
-       Bind unbind_dtest(static_cast<DepthTest *>(0), true);
-       Bind unbind_blend(static_cast<Blend *>(0), true);
+       BindRestore unbind_dtest(static_cast<DepthTest *>(0));
+       BindRestore unbind_blend(static_cast<Blend *>(0));
+       Bind bind_mesh(quad);
 
        {
-               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();
 }