]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.cpp
Bind ProgramData to a Program upon construction
[libs/gl.git] / source / ambientocclusion.cpp
index 2775e854cfe1d73b4b5c7f3786e8d440f91a8a66..9e376a456f760ce84933b6f5f204f4cd21246cd2 100644 (file)
@@ -1,7 +1,7 @@
 /* $Id$
 
 This file is part of libmspgl
-Copyright © 2010  Mikko Rasa, Mikkosoft Productions
+Copyright © 2010-2011  Mikko Rasa, Mikkosoft Productions
 Distributed under the LGPL
 */
 
@@ -82,7 +82,9 @@ namespace GL {
 
 AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
        occlude_shader(vertex_shader, occlude_fs),
+       occlude_shdata(occlude_shader),
        combine_shader(vertex_shader, combine_fs),
+       combine_shdata(combine_shader),
        quad(VERTEX2)
 {
        occlusion.storage(GL::RGB, w, h);
@@ -110,14 +112,14 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
 
        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);
@@ -135,13 +137,13 @@ 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)