]> git.tdb.fi Git - libs/gl.git/blobdiff - source/ambientocclusion.cpp
Use RenderTarget objects to manage FBOs in postprocessors
[libs/gl.git] / source / ambientocclusion.cpp
index 53b51e127d0993ce8e15093d1d1b1dc25c59c192..cb4bc9d29ff381685e37c713aa8fd9d2200942b9 100644 (file)
@@ -10,18 +10,12 @@ namespace Msp {
 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);
@@ -73,10 +67,9 @@ void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const
        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);