namespace GL {
AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
+ occlude_target(w, h, (RENDER_COLOR,RGB)),
occlude_shader("ambientocclusion_occlude.glsl"),
combine_shader("ambientocclusion_combine.glsl"),
quad(get_fullscreen_quad())
{
- 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);
+ combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR));
rotate_lookup.storage(RGBA, 4, 4);
rotate_lookup.set_min_filter(NEAREST);
combine_texturing.attach(0, depth);
combine_texturing.attach(1, color);
-
{
Renderer::Push push(renderer);
- BindRestore bind_fbo(fbo);
+ BindRestore bind_fbo(occlude_target.get_framebuffer());
renderer.set_texturing(&occlude_texturing);
renderer.set_shader_program(&occlude_shader, &occlude_shdata);
quad.draw(renderer);