]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.cpp
Use Renderer for rendering PostProcessors
[libs/gl.git] / source / ambientocclusion.cpp
index 5aba53dde9231b02decd1bf302d04f0ada796cac..53b51e127d0993ce8e15093d1d1b1dc25c59c192 100644 (file)
@@ -2,6 +2,7 @@
 #include <cmath>
 #include "ambientocclusion.h"
 #include "blend.h"
+#include "renderer.h"
 #include "shader.h"
 #include "tests.h"
 
@@ -66,26 +67,25 @@ void AmbientOcclusion::set_darkness(float darkness)
        occlude_shdata.uniform("darkness", darkness);
 }
 
-void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
+void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth)
 {
        occlude_texturing.attach(0, depth);
        combine_texturing.attach(0, depth);
        combine_texturing.attach(1, color);
 
-       Bind bind_mesh(quad);
 
        {
+               Renderer::Push push(renderer);
                BindRestore bind_fbo(fbo);
-               Bind bind_tex(occlude_texturing);
-               Bind bind_shader(occlude_shader);
-               occlude_shdata.apply();
-               quad.draw();
+               renderer.set_texturing(&occlude_texturing);
+               renderer.set_shader_program(&occlude_shader, &occlude_shdata);
+               quad.draw(renderer);
        }
 
-       Bind bind_tex(combine_texturing);
-       Bind bind_shader(combine_shader);
-       combine_shdata.apply();
-       quad.draw();
+       Renderer::Push push(renderer);
+       renderer.set_texturing(&combine_texturing);
+       renderer.set_shader_program(&combine_shader, &combine_shdata);
+       quad.draw(renderer);
 }
 
 } // namespace GL